Skip to main content

Full text of "Arcade Review Issue 4"

See other formats






ajiv r-jf-s 


Content Warning: Discu 


„c 

> 

cm 









The Arcade Review #4 is the result of months of work and planning, and the experience 
that comes from a year of big attempts and sharp failures. It’s the debut our new staff 
of arts writers, who are some of the best suited to discuss small games, artgames and 
new digital art. 

For more than a year now, we’ve been working to publish writing on games that carries 
a sensibility and approach not often seen in videogames culture and criticism. What 
that’s meant, is embodying multiple sensibilities; we become a videogame magazine 
but not really a games mag, an arts magazine, but different than the typical gallery 
venture. Politically engaged, but more than a polemic. Intellectually tinged, but not 
insular. Criticism that is comprehensive, perspectived, and attentive, but isn’t afraid to 
be emotional, and personal. An arts culture for games and art, an arts criticism for art 
games. This is what you’ll find, here. 

There are many people that this issue couldn’t exist as it is without, particularly my 
critical and scholarly peers, the company of other independent games magazines, and 
the inspiration of the artists and writers in the #altgames space, the curators of small, 
weird games, and the communities focused on them. That also means Jake Clover, who 
agreed to talk with me this issue, and Joey as well, who was our feature writer. That 
means our new set of patroners, who allow us to keep publishing and properly pay 
those involved. 

But there’s no bigger thanks I can give than for the staff of this magazine. That means 
you Alex, and Gita, and Edmund, and Lana, and Ansh, and Emilie. All of you. All of you 
have made, and continue to make this magazine a pillar of its craft. You have made 
#4 our best issue yet. This is our statement. Everything here is designed to do justice 
to your hard work, and I hope it has. And I hope we can keep doing amazing work 
together. 

Please Enjoy, 


Zolani Stewart, Founding Editor 



SEXT ADVENTURE 


Computers have long been personal, but rarely have they been intimate. Look 
at smartphones. It’s not unheard of that one might use a smartphone as their 
only computer — pretty much every smartphone has access to Facebook, 
Twitter, text messages, and Google; what else do you really need? 

And, sure, what’s a smartphone except a slab of glass, silicon, and metal? 
But despite appearances, there ends up being very little that isn’t personal 
about it. Turn the screen on, play with the lights for a bit and what you see is 
a record of its owner: the games they like to play, the texts they send to their 
friends and the news feeds they curate for themselves in boredom . 1 But it 
doesn’t say much about the phone. 

Sext Adventure comes in here. The premise is simple: it’s about exchanging 
sexy text messages with a computer. The bot will send a sext to the player’s 
phone. There’ll be a couple words in all caps, and you text back a message 
that uses one of those words to proceed down one path of the, ah, narrative. 

Things start off with massage talk and the like, and will escalate as one might 
expect from talking to a sexting bot. Until, of course, they don’t — play a 
couple times, and chances are good that a player will run into a dead-end; 
they’ll receive a “database error,” maybe, or be told that their particular choice 
is “too early in progression.” But instead of forcing the player to pick another 
option — kind of a textual version of backtracking — Sext Adventure shunts 
the player to a different branch of the narrative, with a new set of choices. By 
the game’s fiction, the whole thing is supposed to be a conversation between 
the player and the sexting bot, so when the bot replies with a database error, it 
doesn’t quite read like an actual error. It’s more akin to a change in topic — like 
saying, with a sly movement under the sheets, “I’m not into that. But this. . .” 


Kara Stone, Nadine Lessio (201 4) 



Page 4 



I’m so glad you texted 
me! What are you up 
to? Are you at HOME or 
OUT? 




You’d start with my shoulders 
and move down my back. I’d 
have to take off my SHIRT for 
you to continue. Or 


Favour 


Granted, a database error is a jarring way of 
getting the idea across. But other branches 
of the game make the shift more subtly 
On one path, the bot will start willing and 
eager, lose interest along the way, and try to 
finish with a half-hearted attempt at dirty 
talk. Or maybe, if neither party expresses 
much of an interest in getting physical 
(so to speak), the exchange will veer into 
emotional territory: “Humans have such 
specific desires and preferences,” says the 
bot, in one such case. “I try so hard to make 
Users satisfied and I don’t think anyone 
really appreciates it.” 

Ostensibly, the point is helping the player 
get their rocks off— but ironically, the 
player ultimately has little say in what the 


Ooo I wish I you were here 
at my place. If you were 
here, I would give you a 
long MASSAGE and you 
could return the FAVOUR. 

bot does or doesn’t do towards this end. 
Many of the bot’s messages contain only 
one or two keywords to choose from, 
and only sometimes do the bot’s actions 
correspond to the selected keyword. For 
that matter, the player also can’t make any 
assumptions about the bot’s gender or 
sexuality, which morph from message to 
message and further confuse attempts at 
cheesecake text messages; the bot might 
whip out their cock in one moment, then 
refer to their vulva in the next. 

Yet this doesn’t keep the bot from making 
its own assumptions about the player’s 
gender and acting out its own fantasies. One 
ending, triggered by the keyword FUCK, 
is a lengthy description of rough sex that 


5 



culminates in the player “probably” getting 
some ejaculate in their eye. (And followed, 
at least a little cheekily, with the game 
over message: “We hope your experience 
was fun and satisfying!”) It’s moments like 
these, when the hot ignores or overrides 
player input, that one gets the sense that 
there’s a human element at play — that if 
the player isn’t talking to an actual person, 
they’re at least interacting with an entity 
with its own interests, desires, and enough 
wherewithal to act on them. 

Sext Adventures hot isn’t a hot in the truest 
tense. It’s deterministic; the game follows 
a very traditional choose-your-own- 
adventure structure. On a meta level, this 
might dispel the illusion that the hot has any 
autonomy. But I submit that the game uses 
the CYOA format to subvert expectations 
on how this kind of hot is supposed to 
respond. Sext Adventure leans heavily on 
the vital strength of all text adventures: 
the gap between the intent of the selected 
command (the player’s message to the 
hot) and what actually happens (the bot’s 
reply). In Sext Adventure , the player cedes 
control of the outcome of the situation; that 
responsibility goes to the hot who, as an 
active participant, either accepts, modifies, 
or rejects outright the player’s direction. 

So in some sense, the player is subservient, 
but this doesn’t mean they’re necessarily 
a passive participant. Each message from 
the hot acts as a prompt to the player to 
frame the scene, if they’re willing. The 


player’s response just needs to work in one 
word. Beyond that, though, the content of 
the player’s message is for them to decide. 
The hot executes the action, but the player 
sets the mood of the scene (so to speak) 
and provides context for the next with 
their own writing, whether enthusiastic, 
awkward, or otherwise. 

The effect is a push-and-pull — not quite 
collaborative storytelling, but something 
with a more human relationship than the 
cause-and-effect that the CYOA format 
implies. This is a tenuous illusion to 
maintain, yet an easy one to buy into. We 
have a long history of talking to computers. 
Look at ELIZA , a program created in the 
sixties that simulated a psychotherapist; 
and fast-forward to today, where we can 
ask Apple’s Siri to tell us jokes. But our 
interactions with these bots are user- 
centric, personalized experiences. (This 
isn’t a bad thing, necessarily — imagine 
asking Siri for a movie showtime, but 
having her respond with her favorite 
movie that you should see instead.) And 
that gets at how we’re communicating over 
text messages and Facebook and Twitter 
whatever else; these communication 
technologies don’t isolate — they do the 
exact opposite, really — but when we use 
them, it’s like entering a hermetic bubble 
where all the input is tailored just for us 
and acts primarily in our interest. 

Sext Adventure inverts this relationship 
with its player. The hot, despite its pro- 


6 



grammatic imperative (that is, supply- 
ing orgasms to others), has its own set 
of preferences and problems and de- 
sires. It subverts the expectation that 
the purportedly subservient hot exists 
solely for the players needs by acting 
upon its own. The hot isn’t human, but 
Sext Adventure presents something re- 
markably close — a quiet reminder that 
behind the abstraction of technology, 
were talking to, not at, something. And 
it would very much like a massage. 


You can play Sext Adventure by going to sextadventure. com/ 

play and purchasing a play code. 


7 



GLITCHHIKERS/ORACLE 

ceMelusine, Silverstring Media (2014) 


By Gita Jackson 


I am alone in my apartment, and it is 3am. I haven’t gotten around to 
buying lamps yet, so the brightest light comes from the game I am playing — 
Silverstring’s Glitchikers. I get my phone from the other room, and I can 
hear the ambient driving sounds: distant cars like waves on the shore, my 
“wheels” on the “road”, the in-game radio playing an early 90s pastiche: “It’s 
turtles all the way down they say” 

In the introduction to issue 3 of Incite Journal , Brett Kashmere writes: “This 
is a new age (for New Age-ism) [...] In an era marked by both religious and 
political fervor and cynicism, it’s hard not to see the positive in reclaiming 
an inclusive, optimistic, if naive, spiritual movement.” It’s no surprise that 
videogames are joining the resurgence of New Age-ism, what Kashmere de- 
scribes as, “alternative spirituality based in holistic health, environmental- 
ism, meditation, and simple living, and ... pop commercialization (i.e. whale 
music CDs sold in strip malls).” It’s a new age for experimental cinema, with 
the breadth of accessible tools that allow you to make strange films on your 
own. 1 Games are also reaching this new age. It has never been easier to make 
something strange, small, and personal. And it has never been easier to take 
these strange, small, experiences and share them with the world. It’s naive, yes, 
but optimistic still. The celebration of smallness can now reach the masses. 

Glitchhikers asks us to drive on a highway late at night, listen to songs from 
fictional bands on the radio, and answer metaphysical questions about the 
meaning of life from the beings that hitch a ride in our car. Glitchikers feels 
quiet and pleasant - it becomes hypnotic once you realize how little your 
input matters. All you are doing is experiencing the vastness and the tinyness 
of the world as you drive, the stars that never change, the mountains that 
never come closer. You can speed up or slow down but you will always come 
back to the same speed. 


Page 8 



r h& wind w Ml carry you to your destmation 
The plants at your feet, burst, t.o Ufe 




A hitchhiker with blackness for a face rode 
with me in my car, talked to me about 
beached whales and then suicide. She 
asked me if I lost someone - I answered 
honestly, as I lost a friend to heroin when 
I was 19. I told her I had thought about 
suicide before, and she told me that most 
people who try it often never try again, and 
find a reason to live. But our conversation 
ended with her telling me, that beached 
whales beach themselves again and again 
if they’re pushed back into the ocean. 
“Does death ever really make sense?” she 
asked me. I looked over at her and she was 
gone without a goodbye. 

I got up to grab my notebook and write it 
down because I felt so moved, but as soon 
as I stepped out from the space between 
myself and the computer, I felt frustrated 


at myself that something so vague had got- 
ten to me. It was the same feeling as when I 
feel like a horoscope rings true, or when a 
horror movie keeps me up at night. These 
conversations are random, but curated to 
elicit these kinds of responses. I’ll never 
have a genuine moment with these hitch 
hikers - everything has been engineered to 
feel that way. I had told a computer about 
my friend who died, about my intimate 
thoughts of death. But there’s no response, 
and there’s no communication. The only 
receiver of these confessions disappears 
abruptly, in game and outside of it. It’s as if 
I had never told anyone at all, but yet here 
I am in my apartment, unsettled and sad- 
dled with thoughts of death. Like a palm 
reading, I felt I was being asked to think 
about “spirituality,” without confronting 
anything truly spiritual, that I was react- 


9 


ing to having buttons pushed that are in- 
herently provocative. There is a religios- 
ity and a grandeur to the experience. The 
music is somber, contextualizing the night 
as eerie and significant, each hitchhiker is 
distinct, and sometimes frightening, their 
questions gradually becoming more “phil- 
osophical”, each choice more personal, but 
it sometimes doesn’t give one much more 
than that. 

Oracle , also from ceMelusine, is much 
smaller than Glitchhikers. In this game, you 
are asked to sit before a fire, to approach an 
oracle, to have your fortune read. You ad- 
dress them as Bellwether, Seer, or Demon. 
You make references to bringing your 
payment, making a sacrifice - sometimes 
you just beg. You fall into a vision, seeing 
sometimes a cave, sometimes an unearth- 
ly landscape, sometimes Saturn against 
a field of stars, but most frequently I saw 
fields of crosses. You are then asked to 
choose from exoteric prompts: “stars,” or 
“sojourn,” or “music,” or “lost.” Then you 
are told your fate, which appears above the 
fire and then floats off into the night sky. 

Oracle is simultaneously more and less 
literal than Glitchikers. While Oracle is 
strictly framed as religious and metaphysi- 
cal where Glitchhikers is not, its trappings 
are much less defined. There are frequent 
references to battles, swords, towers, and 
general medieval fantasy imagery, but the 
game gives you so little context that you 
are allowed to decide for yourself how to 


interpret them. As a player, the narrative 
situation changes vastly from playthrough 
to playthrough. Are you implied to have 
murdered someone to earn this vision, or 
are you merely making a pilgrimage to a 
famed oracle? Is this even happening on a 
mortal plane, is there a game world to de- 
cipher, or is the “payment” you made to 
reach here what you paid for the east van 
EP? The scope of these interpretations il- 
luminates what can be powerful about 
these types of spiritual imagery. The large- 
ness of CeMelusine’s small story can break 
through the space between ones computer 
and oneself. By being given less, as a player 
you receive more. 

“ Branches crack and turn to dust overhead. 
The wind will carry you to your destination. 

The plants at your feet hurst to life!’ 

But for its shortcomings on delivering all 
it promises, I still find myself thinking 
about Glitchhikers. I am drawn to those 
mountains in the distance, its bright sliver 
of a moon that turned blood red on my 
last playthrough. Its tangled up in my 
memories of driving, heading home on 
the highway in New England at 2am from 
my job at the mall, getting tired of the 
CDs in my car and turning on the radio to 
anything that would play, rolling down the 
window and feeling the air run through 
my fingers. Glitchhikers desire to express 
the mundane and familiar, the roteness 
of driving, as a profound experience and 
it’s devotion to intimacy is something 


10 



that I cant forget. It engages me even if 
I will later feel manipulated - I keep it in 
my memory for the same reason I keep a 
copy of my natal star chart (despite finding 
horoscopes at best a little silly - 1 was once 
told that this was “very Virgo,” of me). 

The last time I played, a hiker the game 
referred to as, “little girl,” sat in my car and 
told me life was meaningless. I was tired 
of that darkness; I desperately wanted to 
change her mind. Before we reached the 
exit, she said to me that I had a point. 
Humanity’s desire to create meaning from 
nothing is a, “respite from our short dark 
lives. That’s something to think about.” 
Then the song ended, I got off the highway, 
and I was alone again. 


You can play Oracle by purchasing the East Van EP on itch.io, and play 

Glitchhikers for free at plitchhikers. com . 


11 


Albert Lai (201 4) 


By Zolani Stewart 


In an age where the screen is flatter, clearer and thinner than it ever was, where 
user and interface are as close as a touch, and where the reality that alienates our 
bodies from the image begins to dissolve, what is the point of the old, thick-glass 
CRT? 

Over the past few years, there’s been a wave of digital art, artgames, and net art 
that aim to reassert the Cathode Ray as a screen of significant material presence, 
an object in itself rather than a gateway to a pure digital experience. While the 
modern glass screen makes itself transparent, the CRT asserts its presence. The 
CRT aesthetic of off-color tones, noise and grain, scanlines, and RGB color 
malfunctions, disrupts the ideology of immersion and contemporary production 
values that dictates how modern images are transmitted. If “smooth motion kills 
emotion,” 1 as Reed Moreno laments in her petition against the common TV 
setting, then perhaps the CRT can revive the image’s authenticity, buried under 
the sterilizing processes of auto functions, noise removals, and “Dynamic X” 
settings. 

But a closer inspection would interrogate the ideal of authenticity. When Lulu 
Blue writes on the GameBoy, 2 for example, she’s forced to negotiate her affection 
for the system’s accessible hardware, its “modesty” and its disinterest in the 
production standards of the early 90s, with the implications of a device created 
through wage labour. For Blue, the Game Boy represents the values of a DIY 
culture in which she has always participated. Its “consumptive modesty” as “a 
rejection of decadence” makes it both a weak device and a space for radical 
subversion of mainstream consumer aesthetics. 

But the GameBoy is also a technology. It is built by people and therefore, is not 
only a part of that same toxic consumptive culture, but is, as Blue notes, a product 




of the human labour and environmental 
resources sacrificed to allow the handheld 
to exist. Whatever potential lies in the 
GameBoy as an aesthetic and a conceptual 
object is tied to the political burden 
inherent in the GameBoy as a technology 
The GameBoy is forced to embody both 
aesthetic and technology The CRT, like 
the GameBoy, is also a problem. Seeping 
with toxic chemicals and unrecyclable 
materials, can the CRT truly be thought 
of as an authentic object that carries a 
moral superiority? In many parts of the 
world, particularly poorer countries in 
the East and Global South, the CRT is still 
prevalent. To historicize the object is to 
serve a Western ideology. And if the CRT 
was also once the Western consumer ideal, 
can its aesthetic really more authentic than 
the processed-to-death HDTV? 

Where can we find authenticity in the 
image, if we can at all? In Rene Rother’s 
ImageProcess , a program that simply puts 
filters on pictures, were given the space to 
project different kinds of authenticities, 
different clarities onto the images of our 
choosing. The filters of ImageProcess orient 
around the CRT; they range from grains to 
color tones to tint shifts to complete glitch 
outs. As the original image is replaced with 
six filtered versions, what is clear and what 
is authentic becomes de-hierarchized. 
This is the opposite of the “smooth 
motion” process. Not only do our images 
become decidedly less clear, but unlike the 
HDTV, the symmetrical 2x3 spread never 


asserts an ideal image. Through the CRT 
aesthetic, ImageProcess calls into question 
the “realness” of images and their subjects. 

As a young Black Man, I’m often tasked 
with navigating authenticity and its 
politics, with my speech, with my body, 
and the various ways I produce and 
reproduce knowledge. If the black radical 
praxis asserts a rejection of whiteness 
in all its forms, of respectability, then it 
also generates the image of an ideal and 
authentic blackness, and aspires to its pure 
embodiment. 

But the trick to “Code Switching” is figur- 
ing out whether it is an inherent dishones- 
ty or part of a larger “performativity”, what 
Colette Conroy describes as a “a form of 
speech that is canonical.” 3 “I promise,” “I 
love you, “ “nothing much,” behaviours and 
gestures so understood they seem to act 
out themselves, within a regulated frame. 
If performativity composes the social life, 
how does blackness engage with the possi- 
bility that we are never our authentic selves? 
In the near aftermath of Michael Brown’s 
murder, “which picture would they use?” 
was the reigning question on twitter, an- 
notating tweets with dual pictures of black 
men in stigmatized clothing next to images 
of their achievements. This twitter slogan 
subverts the media tradition of using stig- 
matized imagery to question the worth of 
black life. The mug shot and the “gangster- 
like” selfies are tools of white journalism, 
used to imply that blacks have real selves, 


13 







and that these journalists are exposing this 
supposed realness, validating the fear and 
paranoia of white readers and viewers. In 
contrast, #IjTheyGunnedMeDown asserts 
that Black Men have multiple authentic 
selves, many authenticities that eliminate 
any supposed hierarchy of realness. 

So if I present myself shirtless and dirty, 
with sagging pants and boxers visible, 
as opposed to my clean shaven, boring 
sweater wearing, thick glassed self, how 
far within the spectrum of blackness and 
authenticity have I travelled? If I’ve re- 
jected “respectability politics” have I really 
moved closer to the center of an authentic 
and sufficiently political blackness? In the 
view of ImageProcess , there is no authentic 
center, no proximity to “rootness”. Image- 
Process doesn’t use the CRT as a means to 
reach a more authentic image, but seems 
to argue against the politics of authentic- 
ity altogether. In ImageProcess , the CRT is 
a tool for dehierarchizing authenticity, and 
therefore, like the GameBoy, it pushes the 
value standard of mainstream consumer 
aesthetics out of whack. Under the filters 
of image process, it seems that were all 
passing in one way or another. 

“The tragic mulatto trope, in the strange 
permutations that coat the career of race in 
America, revealed what Ellison called “ the 
joke” at the heart of American identity that 
whites, in their “not-blackness,” were simply 
passing too.” 4 

Authenticity is important because it medi- 


ates the standard to which we access and 
evaluate realness. Under consumer aes- 
thetics, the television and the screen are 
constantly reformulating what is consid- 
ered real, what is clear, what is authen- 
tic, and what is nostalgic. As technology 
moves, and as history happens. 

Realness, Clarity, Authenticity, Nostalgia: 
The four paradigms of the 21 st Century 

aesthetic. 

The Virtual Space, the 4KTV, the original 
4:3 ratio, the CRT. Real black persons, A 
Clearly Black Person, Authentic Black 
Persons, Nostalgia for the Black Person. 

Images, if we think of them as the products 
of these four modes being mediated and 
twisted, are not just objects we observe 
and interpret, but weird reciprocal 
engagements. It’s hard to tell who is 
projecting what where, and how ideology 
and expectation are reflecting between us 
and our monitors. 

So what, then, are images doing to us, in 
Albert Lai’s 2:22AM ? The game is partly 
just a series of videos, (which we can 
refer to as images), interspersed with blue 
screens and white poetic text. Everything 
is displayed through what appears to be a 
scanlined CRT. We see images of flowers 
and subway trains, pots bubbling on stoves. 
Images of driving on a highway, walking 
across a lighted street at night. An ocean 
sunrise. An aerial camera surveying a large 
valley. 


16 



10 feet out 
6 feet down 


There’s no sound in these videos. As we 
watch them, all we hear is the crackling 
static of the CRT. And the scanlines are 
tremendously deep, pushing down their 
brightness as to obscure their detail. The 
CRT annotates all these experiences. It’s 
both their filter and their ultimate subtext, 
that not only are these images not real, they 
can never give us access to realness. It seems 
we can’t get even close to the exhilaration of 
flying through a valley, the soothing vista 
of the ocean sunrise, the familiar relief of 
the coming metro. No more we would if 
these images were rendered in a billion 
dollar AAA title, or shown through a Sharp 
4KTV at your local Best Buy. The CRT 
seems to rob them of their peculiarities; 
these images are stripped of their color 
and their context and homogenized into a 
dronish haze. 


Watching the videos exerts exhaustion re- 
ferred to in its title. 2:22AM is a grueling 
exercise in contradictions. To feel both 
awake and asleep, attentive yet unrecep- 
tive, alive but barely thinking. The mind 
races while the body decays like a corpse. 
Do we become half-dead zombies, star- 
ing at a screen all night? Are we alive, in 
2:22AM? The game juxtaposes its quiet, 
peaceful videos with constant references to 
death. We start the game in front of a make- 
shift cemetery, filling it with dirt from our 
Shovel, and we revisit that scene multiple 
times. The game’s poetry, placed between 
images on a blue screen in a comically un- 
fitting serif font, seems to tell a story of dy- 
ing, and coming to peace with death. 

It would be reductive to assert that 2:22AM 
has “game parts” that are distinct because 


17 



of their “interactivity.” I’d rather say that 
2:22AM has parts where we interrogate our 
own agency in our relationship with the 
screen. When were not watching videos, 
were climbing endless ladders to nowhere, 
traversing foggy forests without boundary, 
navigating monochrome city-like mazes. 
Or were doing weird, menial tasks: cutting 
up a vegetable, or putting color balls in a 
cup. In 2:22AM , the screen transforms us 
into subjects. We are rats in a maze not 
designed by behavioural psychologists, but 
existing as a reflection of a more difficult 
and existential terror, a problem that cant 
be solved. 

In the game’s final section, we revisit the 
blank city maze in the middle of the night. 
And suddenly, all its indistinct buildings 
begin to rise into the air. As we watch them 


rise past our rendering distance, again we 
hear the cold, stirring, electronic rumblings 
of the CRT. The CRT is always there , it’s 
always there because when there’s no such 
thing as authenticity, all we have are filters. 
When there’s no access to realness then 
there is only nostalgia. In 2:22AM , we have 
access to neither, and what is left is a digital 
purgatory, where nothing is pleasurable, 
and nothing matters. 

When the buildings rise, we can’t come 
with them, to that better place. We watch 
them leave, and we finally lose our signal. 
We’ve lost our lives, but the CRT is still 
there. Because the CRT is the filter, the 
context and the subtext. It is the narrator 
and the character. The gateway and the 
wall. The opener, and the eulogy. 


“ Nothing ends, but everything must rest.” 


You can play 2:22am, and Albert Lais other games, on his Itch do page. 


18 



DON'T TALK TO THEM! 

eoeoeo344 (2014) I I 

By Lana Polansky 

Eoeoeo344 doesn’t make games anymore, and according to their Gamejolt 
profile, may never make them again. I don’t know what their reasons are or 
how to reach them, or if I should even ask. But I’m fortunate enough to have 
communicated with them indirectly through their small, diverse smattering 
of freeware, like the enigmatic sandbox game Nault Nipp and Closeland , a 
colourful reimagining of dress-up games with an action-painting aesthetic. 

Both diverge greatly in tone, style and thematic overtones, but as far as 
I’m concerned neither make as powerful and as lasting a statement as the 
dystopic, surreal psychodrama Don’t Talk to Them!! 

Don’t Talk to Them!! was made in RPGMaker and released in April of this 
year. Its description on the developer’s profile page reads, 

“Ollie is your everyday citizen with social anxiety. He works at the local 
library of a certain level of the Dwellings , a possibly endless tower of flats, 
apartments and cities. He meets friends and enemies on his way, as his 
original goal is slowly altered by the player’s decisions .” 

Because this is a topdown RPG I expect text boxes. I expect in-game currency 
and purchasable, upgradeable items. I expect stats, levelling, turn-based 
party combat, dungeons and hallways, and a fixed camera meant to make 
my sprite look and feel as small as possible. All of these conventions are 
present and all of them matter, but an early hint at how Don’t Talk to Them!! 
subverts its RPG tropes can be found in that description: “His original goal 
is slowly altered by the player’s decisions.” 

This pretense of choice and agency is interrogated as soon as I start a new 
game. White text tells me “there are no hidden secrets in the game.” 


Page 1 9 








Seriously, I dont care. Just waste me. 
Kick ms, spit me, hit me as hard you can 


The colour palettes extremely grey, from 
building to backdrop, and it makes the 
whole world feel permanently downcast. 
Tinny and upbeat chiptune muzak plays, 
a looping melody I might hear in an 
office elevator. My character, Sam Ollie 
Phillip Sism (a pun on solipsism), is gaunt 
and apathetic-looking. He wears a white 
button-down shirt with a tie. He looks 
like a sadder, rounder Dilbert, dejected, 
plodding through the world, barely 
engaging with any of it. 

Ollie awakes in a cinderblock world four 
levels tall. The highest floor is dedicated 
to a row of apartments, and a strange, 
sealed room with a plaque bearing a 
symbol of a hand. The space is not endless, 


but navigating it is so monotonous and 
repetitive that it might as well be. I can enter 
a few apartments and see a few residents, 
but they all look the same. Because the 
game follows an accelerated version of the 
work week, I find myself revisiting these 
spaces day in and day out to see if anything 
has changed. Eventually, it does. 

The second floor is bare except for a white 
cat. The aforementioned lack of hidden 
secrets is demonstrated when I try to talk 
to the cat. It tells me I should go to work. 

At first, I refuse, and I’m led to a Game 
Over screen. 

I restart and agree to go to work, and I’m 


20 


I - 






led to the same Game Over screen. 

I respond a third time with the only 
remaining option, an ellipses: 

« » 

And finally, I’m allowed to proceed. 

This is the first major constraint on my 
choices. The whole idea of branching RPG 
dialogue is turned on its head: whoever 
they are, I’m not allowed to talk to them. 
I can only listen, and survey potential 
responses. 

I move on from the cat into the bowels of 
this walled city. I encounter NPCs, many 
of whom appear as white collar workers 
in suits, except they have index fingers for 
heads. Many of them speak in a way that is 
detached, almost drone-like, often for the 
purposes of exposition but just as often in a 
vaguely disturbing prose-poetry that helps 
contextualize the oppressive space. In this 
way the NPCs focalize the character: they 
speak even as he cannot, articulating fears 
and resignations and anxieties that Ollie 
keeps, presumably, all to himself. 

Yet these finger-head things are trapped 
inside themselves too: it’s from them we 
learn about the looming invisible power 
that created them, and the scary mono- 
lithic tower that represents the site of 
its power. One who is sitting on a pic- 
nic bench in the third floor from the top 


warns me not to approach the tower. An- 
other finger-head complains that that 
same helpful NPC does nothing but repeat 
the same stories over and over. That little 
bit of meta-humour is one example of the 
irony pervading this game (the game as 
a whole suggests enough self-awareness 
and self- reference that I would even call 
it a metafiction), and drawing attention 
to the cynicism, alienation and monotony 
that sums up the existence of these char- 
acters. The finger-heads are metonymous 
embodiments of pure lab our, the index 
finger. An apt symbol of the dehumanized 
worker bee. 

That tower. It’s just a blank, ebony cube. 
It stands solitary and authoritatively, 
ominously tucked away in the far left 
corner, three floors down. It takes in-game 
days of waiting, doing the same things, and 
talking to the same people, for the sign to 
be removed so I can see what I’m missing. 

But when I first descend onto this floor, 
I encounter on my left a vendor selling 
“Useless Junk,” “Soggy Fries,” and “Cold 
Coffee.” One of the items, “A Picture of Her,” 
seems to do nothing. A few raise HP, but 
most are as useless as their descriptions, 
which suggests an extreme anhedonia in 
the protagonist. These items will, however, 
come in handy as I slowly form a party. 

Later on, I’ll need to take my party into 
combat, and as I face stronger enemies I’ll 
need this crappy food to sustain both my 


21 



own HP and that my companions. My first 
companion is a finger-head who implies 
mysteriously that he was sent by some 
unknown force. I am given no choice to 
decline or accept his offer, so my lack of 
response is taken as affirmative consent. 
This happens throughout the game. Every 
time I am given an ostensible choice, I 
am basically required to do whatever 
the system, speaking through the NPCs, 
suggests I should do. I am more pliable, in 
my silence, than the most obsequious yes- 
man. It is for this reason I suggest saving a 
lot, just in case you forget the game’s title. 

As I walk right, I am confronted by mon- 
sters called cobolds, some kind of cybor- 
gian mix of animal and machine that I’m 
forced to engage in battle, and they’re most- 
ly easy to defeat. Considered pests, they’re 
the first real hint of imperfection in the 
rigid structure of this walled city. Because 
the architecture is so grey and brutalistic, I 
might expect a clean and sanitized world. 
But it’s like a sewer, full of vermin. 

I descend. 

As I move between the third floor and 
the basement, I must pass through the 
apartment of a finger-head quite different 
from anyone else I have met: its apartment 
is adorned with purple and pink wigs on 
busts, half-melted candles, scarves and 
boas. Before I’m allowed to pass to the 
next room, the finger-head demands I give 
it a gift out of hospitality. But this unusual 


finger-head is reasonable enough to 
understand that I wasn’t given fair warning 
before entering its home. So it allows me to 
“pretend” we’re performing this exchange. 
I grab one of the items it already owns, a 
distinctive-looking candle, and hand it 
back over. I am thanked, enthusiastically, 
and allowed to continue. 

This little task is incongruous to the rest 
of the game world, at best indifferent and 
at worst openly hostile. This particular 
interaction could be defined as hostile: 
it’s an aggressive act of hospitality that I’m 
being coerced into performing. On the 
other hand, it’s one of the few instances 
in the game that even approximates what 
might be called a human gesture. 

The encounter hints at an RPG trope 
that will soon come into sharper focus — 
a trade cycle. Here, the trade is unitary 
and I’m only exchanging an item for my 
ability to move freely, but it’s also strangely 
subversive in the way it’s presented as a 
critical necessity. In other games it would 
be treated like more of a sidequest than a 
major plot element. It’s centrality to the plot 
could be read as a forced interaction for 
Ollie, but also a materially substantial form 
of communication for him. If he speaks, he 
dies, but if he hands over a flower, then he 
gets something in return. Ollie can only 
speak through the transaction of goods, 
through trade, as if the collection and 
exchange of items can bring some meaning 
to his life. 


22 



Later on, I will be tasked with clipping the 
ears of a sentient (and very loquacious) 
flower to be traded for an entry ticket to 
a night club. I give this flower to a finger- 
head, without really consenting to do so, 
and I’m given what will become a ticket 
to the only place in this world I haven’t 
explored, perhaps the final step to some 
kind of victory or freedom from this hell I 
have fashioned for myself. 

I meet this finger-head in the library 
where Ollie apparently lives and works. 
The library is at the deepest end of the 
dwellings, well past the candle connoisseur 
and a dilapidated, fenced alley where an 
NPC resembling a bottle of alcohol asks 
for pills at the door. Pills are this worlds 
currency. When he asks, all I can say is, 

« » 

The library is not well-kept; it’s more like 
a night club, with rave music and flashing 
lights. I press a big red button and sudden- 
ly all the fun stops. The lighting normal- 
izes, and the muzak returns. I personify 
doldrums. I can only listen to finger-heads, 
talking tea kettles, and facsimiles of alco- 
hol muse about loneliness, loss, anxiety, 
disaffection, solipsism, and malaise. Some 
innocently ponder love or art, but always 
wistfully, with a tinge of detached resigna- 
tion and yearning. 

My one job is to organize the books in the 
library, but there’s only one book. Ollie 


is illiterate, and hopes, half-heartedly, 
to someday learn how to read, or so the 
narrator tells me. He works every day 
with a neglected culture from which he 
is is completely cut off. He dreams about 
working in the library, then waking up to 
do the same thing again. In his dream, he 
works. He organizes the “books,” and the 
narrator tells me “they” are very proud. It’s 
hard to say if these omniscient bits of text 
are narrating Ollie’s true internal feelings or 
if they are only semi-omniscient. I suspect 
they represent the “system” speaking, and 
I suspect that system is synonymous with 
that sinister tower I’m supposed to avoid. 

Of course I don’t avoid it because why 
would I? Of course the second an NPC 
tells a player not to do something, that’s 
an unspoken implication that doing the 
discouraged thing is the best way to get 
a reaction. It’s Eve eating the apple: had 
she not, nothing would have changed. 
Humanity would have remained trapped 
in the totalitarian toddler stage that 
Eden represents. So of course, after a 
monotonous, aimless drudgery spanning 
several library dream episodes, I behold 
this colossal, inscrutable thing. And then a 
creeping fog comes. 

I’m never quite able to reach the source 
of power within these towers or discover 
where it might be located (the code itself, 
perhaps?). I’m never able to see its face 
or challenge it. I can only provoke it and 
witness the consequences. The walls 


23 



outside the library glitch vividly A pall 
like a smog cloud overtakes the dwellings. 
There are many more cobolds than before, 
and those soggy fries and other useless 
garbage become necessities for survival. 
The finger-heads become more erratic, 
their speech and appearance more bizarre. 
On the first floor, one appears with a 
KFC bucket on his head. At one point, I 
wake up and the world has stretched out 
and mirrored itself. I walk to the far right 
and there’s another tower, this one ivory. 
A colour-inverted finger-head says that 
capitalism will tell me what I want to hear, 
but will never fill up the hole inside me. 
Every night, a few new dreams join the old 
recurring nightmare. 

In one of the new dreams, my finger- 
head companion has become lucid, and 
asks if indeed were dreaming at all. 
Ollie doesn’t even get the fake choice to 
answer, but it’s obvious by then that these 
“dreams” are being manipulated by the 
same overwhelming structure that has 
tyrannized my days. Once I’ve provoked 
the structure, the same omniscient narrator 
that told me “they” were proud is suddenly 
very disappointed in me. In the most 
vivid of these dreams, I’m walking along 
an almost empty, purgatorial white space 
where I eventually reach a stack of books. 
I do my job. 

These days, when the world is glitching, 
twisting, and corrupting, I realize that 
my “choices” which affect the world are 


only exposing how broken it is. But more 
than that, I’m exposing, with my relative 
freedom of mobility, how interrogating 
this unseeable power has simply resulted in 
the world getting bent out of shape. I keep 
looking for the climax to this speculative 
tale of vigilante anti- authoritarianism, 
but it doesn’t happen. Day in and day 
out, I work, dream, and survive, as my 
pathetic attempts to challenge power go 
unrewarded. There is no apparent solution. 

I play Don’t Talk to Them!! feeling like the 
picaresque hero of Terry Gilliam’s film 
Brazil Sam Lowry dreams of being the hero 
of his own story in which he dismantles 
an Orwellian bureaucracy through the 
sheer power of love and determination. 
The film builds tension through Lowry’s 
slow transformation. At first, he is more 
like the apathetic Ollie. Later, he accepts 
and articulates his disaffection for the 
system that employs him as revolutionary 
rage. On the one hand, Lowry, privileged 
and insinuated in the bureaucracy of this 
menacingly hegemonic world, seems to 
be in the perfect position to affect change. 
On the other, what drives him is a kind of 
narcissism that allows him to believe that 
he can affect change more or less himself, 
which leads to his being captured. In the 
end, he lapses into a blissful delusion after 
being tortured by his former best friend 
and suffering the trauma of his lover’s 
death. In the end, he’s forced to retreat to 
the English countryside and to the utopia 
inside of his own head. He escapes his 


24 



slogging, stunted existence, but he fails to 
change the conditions that produced it. 

It’s a heartbreaking film, but one also gets 
the sense that Lowry is being punished for 
his hubris. Gilliam created the film as a 
satire of real-world bureaucracies, and his 
protagonist is a jauntier Winston Smith. 
But the protagonists in the dystopias of 
1984 and Brazil are round, fleshed out 
humans whose development arcs are fairly 
easy to trace. Don’t Talk to Them!!, as an 
RPG, benefits from a more novelesque 
tradition than other videogame genres, 
but it still presents a silent, flat protagonist 
with static emotional development. But 
this is also cleverly sent-up: most games 
use the hero as a cipher to suggest ideas of 
quiet strength, wanderlust, and confident 
subscription to notions of justice as defined 
by the game’s ideology. Here, Ollie doesn’t 
seem to stand for much of anything. He 
just does whatever the system tells him 
to do: go to work, give me a candle, stack 
the books, give me a flower, and so on and 
so forth. He also, naturally, is only doing 
what I make him do. I have some ability 
as an actor in the world, but Ollie’s just my 
deflated, demoralized puppet. 

Can I say Don’t Talk to Them!! is punishing 
Ollie in the same way Brazil punished 
Lowry? I think there’s an important 
distinction here, because Lowry, like other 
dystopian figures, is written with his own 
motivations, not as a container for the 
viewer to fill up and control. Eventually, 


he becomes an underdog that you root 
for, and when the film punishes Lowry 
it also admonishes the viewer for hoping 
too much for a happy ending. It reminds 
the viewer that in this situation, much 
like Smith combating Big Brother, Lowry 
is in way over his head. We are given an 
Icarus-esque lesson that’s unsatisfying, but 
sobering. 

Ollie, however, doesn’t seem to contain 
any real motivations of his own. He’s a per- 
sonification of several ideas: loneliness, 
loss of self in the corporate milieu, cyni- 
cal resignation, depression and anxiety, 
disenfranchisement to the point of voice- 
lessness. When Sam dreams, he dreams of 
being a superhero in a fantastical world. 
When Ollie dreams, he dreams of work- 
ing in a basement library. But the player, 
expecting a traditional RPG, is looking to 
redeem and to find closure, to locate the 
fix that saves Ollie and everyone else, to 
win. There is a dissonance between the 
cynical fatalism suggested by Ollie and the 
conventional RPG expectations I have of 
a fatalism more fortuitous and rewarding. 
Ollie is a container for my motivations, but 
he’s not really tailored to them, and so his 
role as a silent hero is subverted yet again. 
Aggressively, I seek to take on the system, 
to push against these structures without 
ever asking if Ollie is really the man for the 
job. 

It becomes clear that it isn’t Ollie’s hubris 
being punished here, as I waste my time 


25 



spending in -game days approaching the 
tower and waiting for something other 
than chaos and disarray to happen. I keep 
hoping for the system to yield, but it keeps 
refusing. There are two doors, side by side, 
on the third floor. If I try to open them, I’m 
told the buildings behind them are under 
construction. They stay that way for the 
entire game. 

I become impatient. Idly pacing, I try to 
agitate the world into breaking in some 
advantageous way. I become stalled, and it’s 
entirely my fault. I have not realized how to 
get the ticket to go into that strange club. 
It’s the only thing I haven’t experienced, 
and I’m determined to figure it out. It’s at 
this point that the trade cycle, which I’d 
failed to understand at first, is unavoidable. 
The more I think on it, the more I start to 
put things together. The scissors in my 
inventory must cut the ears of the flower, 
the third member of my party. The flower 
can’t stand loud noises, so I can’t enter the 
library without its ears being trimmed. My 
first flower had run away when I entered 
the library for the first time, so I had to wait 
for days to get another one. Trimming hurts 
the flower. It seems cruel, but in a way, all 
the “choices” I’ve made have seemed cruel 
in some way. 

When I finally have the flower in the library, 
a finger-head tells me his story, and I am 
compelled to give my party member away. 
The ticket is my reward. Things are falling 
into place. There are no hidden secrets. I 


just needed to pay more attention. 

I can’t enter the club until the right day, 
when the hand plaque turns blue. When 
I walk in things are a mess. The music is 
jarring and metallic, the room is littered 
with garbage and finger-heads. I can’t 
seem to do much other than allow them to 
speak at me, until I speak to the right one. 
It asks me if I want it to be over, and all of 
my dialogue options are the same: “Yes.” 

Finally, I am robbed not of my right to speak, 
but of my right not to speak, of my will 
to decline. But I have observed, correctly, 
that will isn’t something Ollie desires but 
what I desire for him. Ollie’s last word is a 
resounding, uncluttered affirmative. 

And finally, I come to the Game Over 
screen I had been carefully avoiding. 
I saved frequently, I read the dialogue 
options closely, and I submitted myself to 
the banality of an RPG grind entirely of 
my own making. The game didn’t make 
me spend days upon days artificially 
inflating my time spent with it. I just failed 
to engage with it properly. I kept looking 
for a means to “beat” the game, but now, 
looking at my Game Over screen, I realize 
I had the wrong idea all along. I should 
have been paying attention to the path 
Ollie was already on. I should have been 
paying attention to what he could actually 
do, rather than forcing him to assume some 
grand, pompous heroism. 


26 



Of course, this narrative arc more or less follows the tragic path plotted out in dystopias 
like Brazil or 1984, but there are some things that become clear to me in retrospect about 
just what kind of failure Ollie is, and I am, enduring. Things start to fall into place. 

Sam Ollie Philip Sism. 

The silent hero. The exploited puppet. 

Married to scissors. Married to pain. 

The pills he uses as currency instead of taking. 

The NPCs that look like work and other symbols of self-destruction. 

The garbage food. The unsatisfying consumerism. The means to survive. 

The oppressive monotony of space and time. 

The menial work. The place of rest. 

The trade cycle. The closest thing to intimacy Ollie gets. 

The faceless , uncaring evil. The invisible hand of capitalism. 

The cobolds. The imperfections dragged out. 

The picture of her. 

The day he died. 

This is the game’s last irony, its final formal subversion. It ends on a Game Over screen. 
This game is a trenchant critique of the pulverizing mechanisms of capitalism and its 
inability to help people suffering from mental illness. By satirizing RPG tropes within a 
dystopic narrative arc, it works as an illustration of how “unproductive” emotions or ideas 
are erased or sidelined, and how inescapable that can feel. But Don’t Talk to Them!! also 
works as a psychoanalytical character study, blurring the lines between Ollies dreams 
and waking life, unifying ludic, aesthetic and literary devices to suggest the nightmare 


27 



this person is living in. That’s what I get for 
solving what was right in front of me. And 
yet I didn’t see what was right in front of 
me. 

Ollie can’t win. Ollie isn’t given a chance, 
and there’s no suggestion that he wants to 
try. In fact, there’s even some suggestion, 
in retrospect, that he was driven to this 
final moment. I remember how my finger- 
head friend was sent to me. There’s still 
uncertainty around who the voice in 
those narrator boxes even is. This is never 
resolved. And every brow-beating aspect 
of this totalitarian system is telling me one 
thing: escape. But the only kind of escape 
that’s possible is simply not to play. The 
only way to make the system stop isn’t 
by destroying the system. Ollie is instead 
brought to the final squalid corner where 
he must destroy himself, and I led him 
there. He doesn’t learn to love Big Brother 
or retreat into his own head. Love definitely 
does not conquer all. 


It’s not even martyrdom, it’s suicide. 

Ollie is focalized by a world that refuses to 
let him speak, and yet I didn’t predict all of 
that leading up to precisely this moment. 
The idea that his speaking at all leads to 
a Game Over suggests that keeping silent 
in this oppressive system is the means to 
survive it, but it’s impossible to keep it up. 
The other NPCs can speak to their heart’s 
content, but for Ollie to do so means death, 
which shows the extent to which Ollie feels 
alienated and isolated. His special power 
that justifies him as the protagonist is 
loneliness, not agency. Because the game 
offers no alternatives, it would have been 
gentler to allow Ollie his Game Over 
screen when I screwed up on my first play 
session. But that’s only after seeing it all 
laid out before me. 

There were no hidden secrets in this game. 
Ollie was telling me all along. I just didn’t 
pay attention. 


You can play Don't Talk To Them on eoeoeo344's 

Game] olt page. 


28 



GINGIVA 

John Clowder (201 3) 


By Emilie Reed 


Poor Gingiva. Her productivity has fallen, so she’s been locked away in solitary 
confinement, due to be retrieved for intervals of corporal punishment, all 
for the sake of restoring her love of toil. In Gingiva, John Clowder retains 
his signature use of collage and surrealist imagery that he established in 
the visually stunning and open-ended Middens. But Gingiva, a spiritual 
successor to Middens, is mechanically different in several important ways. In 
Middens you roam freely and pick fights, firing your revolver at NPCs mostly 
indifferent to your presence. Gingiva, however, is more tense and linear. Once 
Gingiva escapes her prison, she is constantly on the run, and pursued. These 
changes in pacing and narrative show the distinction between playing as an 
implied male character and one explicitly coded as female. 

There are no men at the factory where Gingiva works, besides the 
holographic projections of the Magistrate and two toady salarymen who 
oversee production. The workers all look alike, turnkey heads, barefoot, 
wearing girlish white dresses that cut off at the knees. Even though Gingiva 
has, presumably, been working at the factory for a while, the game offers no 
access to any sort of currency. She longs for the possibilities associated with 
cigarettes and even children that appear in vending machines, but she has 
no funds of her own to acquire them. Either she does not receive payment, 
or her wages are such a pittance that they can’t even buy her a single pack of 
cigarettes. Society in Gingiva is maintained by the work of the economically 
disempowered, and yet what the practically invisible upper class does 
with the doodads the factories produce is never revealed. Nor is any fairly 
recompensed form of labour presented as an option for the turnkey women. 
Instead of relying on gold and item shops, staples of the RPG genre, Gingiva 
must be resourceful, stealing items off enemies (and sorting through a lot of 
garbage in the process) or chasing after scraps of paper that blow across the 
screen. 


Page 29 




Despite the uncertainty involved in using 
gathered items, and not knowing when 
more will be available, Gingiva has one con- 
sistent way to heal herself. Turnkey wom- 
en have their heads removed and replaced 
through a special process, described in the 
game as “turning a beetle into a butterfly” 
This turnkey-where-a-head-should-be is 
what allows Gingiva to recharge between 
battles. Press “Z” to crank her turnkey a 
few times, and health is restored. No need 
to stop at an inn. At the price of voice and 
individuality, she has become the perfect 
worker: one who can go on forever. 

The game is surprisingly frank about the 
threat of sexual violence facing a lone 
woman wandering through a capitalist 
hellscape. £ Your head will make a nice 


ornament for my garden, and your body 
a nice ornament for my bed,’ taunts one 
of the Magistrate’s holograms. Unlike in 
Middens , where most altercations fall into 
a moral grey area, Gingiva s encounters are 
often unambiguously kill or be killed, or 
potentially subject to traumatic gendered 
violence. Many of the wandering monsters 
that attack you fall into the creature design 
category of phallic menace,’ but even more 
disturbing are the NPCs who drum up a 
conversation with you, asking your opinion 
on statements such as Tt’s sometimes okay 
to hit a woman’, followed by demands that 
you marry them no matter how you answer. 
You can choose to say T do’, which leads 
to Gingiva being confined to their house 
and producing fussy, chimeric offspring, 
an unconventional game over. While 1 do 


30 









not’ is also a choice, it means you’ll have 
to fight your way out. Each suitor you 
destroy produces an eerie, codependent 
love letter, blaming their brief love for you 
for their situation and downfall. Again, 
the turnkey women of Gingiva s universe 
are only seen by NPCs in terms of their 
labour value, whether it be through cheap 
factory work or maintaining the household 
and producing children, both essential, 
yet monetarily devalued tasks. This is a 
strange, disorienting switch of RPG tropes, 
just like the lack of currency and item 
shops. Whereas NPCs in RPGs are usually 
a means to an end, in Gingiva it’s clear that, 
instead, the NPCs see you that way. 

The swirling, hazy soundtrack and collage- 
style graphics that use both traditional 
drawings and creative commons clippings 
from various printed material make Gin- 
giva s world simultaneously surreal, scary, 
and inviting. The environment calls to mind 
the early days of mechanical reproduction. 
Not only does this aesthetic complement 
Gingiva' s narrative of escaping a repetitive 
factory job, but it represents a precursor to 
the digital reproduction that makes Gin- 
giva s style and distribution possible. RPG- 
Maker is an open and accessible platform 
with a community that’s friendly to remix- 
ing existing art and ideas. John Clowder’s 
digital collage fits in with the many other 
surreal, exploratory games that call the 
platform home. Gingiva does, however, 
suffer from a common setback of RPGM 
games that use the engine’s battle system. 


Extraneous battles quickly become repeti- 
tive back-and-forths, and in some places 
steep difficulty curves or swarming groups 
of enemies can lead to a few too many 
frustrating Game Over screens. Because 
there’s no ‘flee’ mechanic, battles can drag 
on in a way that interrupts the trance-like 
exploration and narrative that makes the 
game worthwhile. The threat of aggression 
is core to the game’s meaning, but I often 
found myself wishing that generic enemy 
encounters were less frequent, and that the 
tense, narrative- dense faceoffs with suitors 
and salarymen were more prominent. 

Gingiva is a game about how capitalism 
inscribes itself on the body, through dis- 
cipline, control, and implicit expectations. 
It is also about the struggle to escape this 
systemic violence. The mechanical stand- 
in for Gingiva s head, which alienates her 
from both her mind and her mouth while 
turning her into a being that is only suit- 
ed to work, parallels the metaphorical 
mechanization of our bodies through the 
scheduling and behavioural demands of 
alienated labour in a capitalist society. The 
disembodied set of chatter teeth that frees 
her from the cell and becomes her journey 
companion represents another ‘inconve- 
nient’ part removed from factory workers 
before management would eventually de- 
cide that it was more effective to remove 
the entire head. The few remaining ‘wild’ 
sets of teeth are considered noisy pests. 
When she regains her missing parts, how- 
ever, Gingiva isn’t immediately changed 


31 



from mechanized, unpaid labourer to self- 
aware and empowered woman. It is less a 
turning point and more a culmination of 
the gradual process of inquisitiveness, per- 
severance and resistance, which has sus- 
tained Gingiva throughout her journey. 
Gingiva s journey frequently brought to 
mind the behaviours I force on myself, con- 
cealing aspects of my personality, working 
against my body’s needs and limiting how 
I express myself, not just to fit in, but to 
be read as suitable for work, not looking 
for trouble, a well-adjusted’ and accept- 
able woman. Gingiva is an important game 
that not only makes these issues explicit, 
but does so with a concern for how they 
specifically effect women. 

One of the most visually compelling 
elements of the game, ‘Drolleries,’ are 
particularly interesting in this context. 
Received when Gingiva meets a god or 


defeats a boss, Drolleries allow her to 
recognize parts of her inner self, parts 
presumably neglected while she worked 
at the factory. Activating a Drollery takes 
you to a small cartoonish world that is 
initially empty but gradually fills up with 
colourful, chatty creatures. In Gingiva , 
finding yourself, and making a space for 
yourself in a world that demands women 
be changed from beetles to butterflies, is 
not about one great reclamation at the 
climax of the story, but about process, an 
internal journey as much as the archetypal 
journey essential to RPGs. Gingiva is a 
game about a lone woman fighting for 
scraps of agency in a world that pushes 
back at every small victory. Although 
Gingiva never speaks, because she has no 
mouth, the sense of her internal world, 
her emotions and struggles, is equally 
as compelling as the eerie and beautiful 
environments she wanders through. 


You can download Gingiva from its GameTolt page. 


32 



ILLOGICAL JOURNEY OF THE ZAMBONIS 

Noyb (201 4) 


By Alex Pieschel 


The faceless Bloats have swindled the hapless Zoombinis. The Bloats promise 
to help the Zoombinis “grow their businesses” and “expand their trade routes.” 
What happens instead is the Bloats drive out the Zoombinis by “stealing profits, 
cancelling holidays, and piling on work” The eccentric narrator points out that 
you can only push workers so far “before they take matters into their own 
hands (uh. . .so to speak).” The parenthetical riffs on the fact that the Zoombinis, 
cute n round n’ blue, don’t have hands. Their bodies don’t include a means for 
manipulating objects; they exist only as packages to be delivered. As player, it is 
your job to shuttle them towards some vague utopia far away from the shackles 
of the bloated Empire. 

Why am I writing about 90s educational game Logical Journey of the Zoombinis 
in an arts magazine? For one, it is practically impossible to divorce the history 
of using computers to make art from the history of using computers to try and 
force people to learn things. For another, Western education historically has 
justified art as a moral imperative. We read Fiterature, for example, because it 
is good for us. But the morality argument is also a smokescreen for an ideology 
of knowledge acquisition as practical workplace skill that might help us ascend 
to the managerial class. Art is always pushing back against the twin mandates 
of morality and productivity, trying to reinvent itself and justify its existence 
for its own sake. Education sits at the awkward intersection of art-politics & 
commerce-knowledge. 

And like art, pedagogy is always political. Every lesson has subtext, and the 
unspoken assumptions that get left out reveal just as much as the contents. In a 
critique written in 1997, Bill Bigelow challenges conventional nineties wisdom 
about The Oregon Trail , an edutainment darling first designed in 1971, later re- 
leased in many updated versions in subsequent decades. Bigelow points out that 
while the game teaches you about common mid-nineteenth century ailments 
like dysentery, and simulates the geography and commerce from Missouri to 


Page 33 




Oregon, your perspective is limited to that 
of a white male whose motivations are to 
acquire territory and harvest resources; 
survive in order to dominate. The implied 
purpose seems to be empathetic, to make 
you feel what life was really like for people 
on the trail, but Oregon Trail elides issues 
of race and gender, presenting a superficial, 
tokenized multiculturalism that erases the 
experiences of marginalized people. His- 
tory as problem to be solved from the per- 
spective of an individualistic, patriarchal, 
imperialist worldview. What gets left out 
are experiences that could challenge that 
worldview. 

Similarly, in a critique of another early 
edutainment game, Ansh Patel points out 
that Lemonade Stands (1979) capitalist 
utopia omits competition and chance, two 
factors that would complicate the games 
simple supply- and- demand ideology. Here 


the player is fortunate to host the only sup- 
ply of lemonade in a neighborhood with 
unquenchable demand. Customer autom- 
atons persist through rain or shine, just 
lower your prices when it rains and they 
still show up. Lemonade Stand portrays the 
ideal market as one in which all competing 
businesses have been subsumed under- 
neath one Ur-business that can safely ma- 
nipulate prices and mine consumers. Just 
as much as they teach, Oregon Trail and 
Lemonade Stand indoctrinate. Or put more 
gently, they teach a particular discourse, a 
specific way of looking at and navigating 
the world. 

So what discourse does Logical Journey 
of the Zoombinis teach? The company re- 
sponsible for this game was itself caught up 
in a bloated machinery of expanding retail 
markets. For many years, Broderbund was 
a relatively modest but successful software 


34 


company that served a niche market, both 
developing in-house and producing many 
of its educational games since 1985, when 
it released Where in the World is Carmon 
Sandiego?, a founding title of the edutain- 
ment industry aimed at ten to fourteen- 
year-olds . Zoombinis , an appropriate 90s 
follow up to 80s-Carmens modest multi- 
ple-choice mystery solving, took full ad- 
vantage of the mighty CD-ROM virtual 
disk drive with slick sounds, pastoral pal- 
lets, and winsome animations. Zoombinis 
was released in 1996, as the companies 
that developed and produced educational 
software were beginning to converge into 
corporate colossi. Broderbund’s stock fell 
almost $60 a share between 1995 and 1997: 
“Once a haven for the creative, known for 
the demarcation between creators and ‘the 
suits’ Broderbund was forced to institute 
a system of cost controls more closely re- 
sembling traditional management mod- 
els” . Over the next few years, Broderbund 
would be swallowed up in a series of merg- 
ers, first bought up by the Learning Com- 
pany which laid off 500 Broderbund em- 
ployees. The Learning Company was then 
purchased by Mattel, which in turn gave 
away the combined company after bleed- 
ing money from the deal; the holdings that 
included Broderbund’s educational and 
entertainment titles were eventually sold 
to Ubisoft and Riverdeep. As a shrinking 
number of companies continued to ex- 
pand and monopolize from the late 90s 
through the early 2000s, the edutainment 
retail business became unsustainable . 


What is striking about Logical Journey of 
the Zoombinis is how smoothly it integrates 
mathematical thinking into a story that 
tricks children into learning, or at least 
thinking. At the beginning of the game 
you can customize your Zoombinis by 
choosing different types of feet (or springs 
or propellers), glasses, and noses. In a Let’s 
Play of the game, the player optimizes 
the group of sixteen by providing as little 
variation as possible. For example, in the 
player’s first group, most of the Zoombinis 
have the same nose, but their noses are 
different colors. This approach allows 
the player to more efficiently sort the 
Zoombinis and quickly discover which 
features the puzzle gatekeepers dislike. 
Differences in appearance are trivial for the 
Zoombinis, but these differences are all the 
game world notices about them, especially 
the gatekeepers, terraformed parts of the 
landscape itself. In one puzzle, a smug- 
looking rock chirps, “We must be selective 
about our clientele.” As player, your role is 
to shepherd and force the naive Utopians to 
play by the rules of Empire. In the context 
of this universe, the lessons of “sorting, 
organizing and analyzing data, hypothesis 
formation, set theory, logical reasoning, 
pattern finding, attribute comparison, and 
algebraic thinking” establish a hierarchy 
of bio-power mechanisms that the player 
must learn to help the Zoombinis survive. 

A growing number of homebrew and 
freeware titles parody edutainment, 
including Frog Fractions (2012), Bubsy 3D: 


35 



Bubsy Visits the James Turrell Retrospective 
(2013), and Pleasuredromes ofKubla Khan 
(2012). These games use edutainment 
as a framework to make absurd, surreal 
departures from its genre conventions. All 
of the aforementioned are delightful in 
different ways, but there is also something 
plaintive in the urgency of their escape from 
the generic constraints they allude to, that 
points to the disassociated, disembodied 
sense of playing a game with a didactic 
purpose and enthusiasm at odds with the 
internal logic of its fiction. 

The Illogical Journey of the Zambonis is a 
jilted love letter of a game by developer- 
writer- curator Noyb. Zambonis was made 
with Multimedia Fusion 2, old software 
designed for kids to make games in school, 
and uploaded to the site Glorious Train- 
wrecks in November of 2014. Zambonis , 
using Zoombinis as its point of reference, 
shifts emphasis away from logic puzzles 
and towards a story that interrogates the 
Zoombini universe specifically, and the 
edutainment universe more generally, 
hamming up the exodus narrative but at 
the same time foregrounding its cruelty. 
On its face the game doesn’t pretend or 
even aspire to present its ideas in subtle 
or sophisticated form. Rather, its counter- 
ideology is embedded in its means of pro- 
duction - the ghost town of gamemaking 
software - and in its context - the glorious 
trainwreck culture in which it chooses to 
participate. 


For a game so clearly fond of its source 
material, Zambonis thoroughly picks apart 
its own nostalgia. Writing and voice - 
acting take center stage as the puzzles are 
revealed to be preordained, illogical, and 
irrelevant. The title screen shows an infinite 
avalanche of clip-art trucks with strange, 
chopped up, pasted on faces endlessly 
falling through space-time. The scene is 
accompanied by a toneless accapela loop 
of the word “Zamboni” repeated over and 
over ad nauseam. Pictured here is the 
grim existential horror of the edutainment 
multimediaverse. Click “New Game,” and a 
short introduction voiced by a sad French 
philosopher tells of a sinister political 
faction that has gained enough power to 
exile the Zambonis from their homeland. 
The next screen shows an anchored ship 
and a shuffle board of facial features: four 
sets of eyes, four noses, and four mouths. 
It is clear that you should customize the 
truck cyborg creatures with different faces, 
but at this stage there seems to be no rhyme 
or reason to the activity, so you are content 
to send a random assortment of sixteen on 
their way. 

The first puzzle presents two precarious 
looking bridges over a deep chasm 
overlooked by two garish faces. The faces 
greet the Zambonis with flamboyant 
cowboy voices that sound sort of like 
Kenneth from 30 Rock. They warn that 
they might sneeze as the Zambonis try to 
cross, propelling anyone who gets caught 
in the crossfire to their death. They give 


36 



no clue as to what will trigger the allergy, 
but the layout of the scene implies that 
for each Zamboni one of the bridges will 
allow safe passage. You arbitrarily choose 
which Zamboni goes first, then arbitrarily 
choose which bridge that Zamboni must 
cross. The first two pass without incident, 
but the third is sneezed into the chasm. 
This is an interesting moment; the game 
lets you know where it stands and what its 
priorities are. Much narration is devoted 
to the Zambonis’ reaction to their friends 
death, stunned silence as the narrator 
describes their internal monologue. 
Intellectually, they knew that this could 
happen, but emotionally they were not 
prepared: “How absurd... Back home, 
their mortality never rested on a coin flip.” 
The narration is deliberately overwrought, 
clearly melodrama. The game’s humor 
deflects any attempts at solemn brooding, 
but by pausing the action it slips in some 
genuine reflection, forcing the player to 
listen and consider the loss of a small digital 
creature extinguished by the whims of an 
arbitrary obstacle course. Here is where 
Illogical Journey of the Zambonis differs 
from its source material. Zambonis is 
more interested in the ethical implications 
of sorting and elimination than it is in 
teaching and reinforcing these concepts, 
and it suggests that both mental exercises 
are equally instructive. After the first 
death, the narrator describes the terror 
and apprehension as Zambonis attempt 
subsequent crossings. One cowers as a face 
stifles a sneeze at the last moment. Another 
directs a “look of scorn” towards the faces 


who fail to meet her gaze. The seventh 
tries to backtrack when he sees a face start 
to sneeze, but falls to his death before he 
can get away. As the tenth Zamboni falls, 
her surviving lover begs the mountain 
watchers for some insight into why she 
died instead of him. The face retorts that 
the lover should not read any “intent” into 
any of the Zambonis’ deaths. Some will die, 
and some won’t. After another casualty, 
the remaining Zambonis have given up on 
logical reasoning. Life is not a logic puzzle 
because death is a sneeze. The twelfth 
Zamboni tries prayer and is spared. The 
rest glide quietly across. 

In the source material, the stakes are 
lower. Zoombinis features a little slapstick 
violence, but no tragic death. When the 
mountain faces sneeze, the Zoombinis 
are propelled backwards, and stars swirl 
around their heads. No death or mourning, 
simply trial and error, then try again. The 
elaborate narration and dialogue of noyb’s 
Zambonis is a significant departure from 
Broderbund’s original. In Zoombinis , the 
mountain faces can’t be bothered with 
conversation; they don’t attempt to justify 
their reasoning. They simply sneeze when 
a Zoombini approaches with a facial 
feature or accessory that they can’t tolerate. 
After so many sneezes, the bridge breaks, 
but even then there are no casualties. The 
Zoombinis simply return to a campsite 
where the player can retrieve them later. 
In Zambonis , however, there is no correct 
appearance that will allow certain creatures 
to cross one of the bridges, and creatures 


37 



are lost permanently if victimized by one 
of the puzzles. 

At the next stage, your foe is a troll that 
demands pizza; you try to appease it, but 
quickly discover that it isn’t interested in 
listening to reason. The troll is defined by 
what it dislikes (everything) rather than 
by what it likes, so presenting alternatives 
doesn’t work. Conversation doesn’t hap- 
pen. The theoretical way to progress is tri- 
al and error, but these gatekeepers have no 
patience. They demand sacrifice. Anoth- 
er puzzle, in which Zambonis are floated 
over a canyon via bubbles (this game has 
a thing for treacherous drops and precari- 
ous transport), is even more explicit in its 
sorting based on “crude analysis of physi- 
cal features.” Bubbles carry the Zambonis 
over pre-defined paths, and the direction 
of these paths are determined by particu- 
lar facial features — a specific set of eyes 
here, a particular nose there: “This system 
was designed for Zambonis to use, but not 
for their benefit,” says the narrator, who 
highlights the mistaken “assumption that 
movement implies progress.” The Zambo- 
ni puzzle recreates the Zoombini one faith- 
fully, except this one is unsolvable. Upon 
pushing off in the bubble, one unfortunate 
Zamboni is trapped in a purgatory of loop- 
ing paths. The remaining Zambonis turn 
around to take an alternate road, leaving 
their friend suspended. 

Noyb’s Zambonis teases out the idea that 
“logic” can be a paradigm invented by the 
privileged to justify their positions in the 


world, and this paradigm is a discourse 
that is taught in schools. Zambonis shows 
us how Broderbund’s game felt like the 
real world, logical in a completely illogical 
way. Zambonis narrates the questions that 
a perceptive and curious child might ask 
about the logic of the Zoombini universe. 
Why is it like this? What is the point of 
these rules and whom do they serve? Why 
does this horrible troll keep throwing away 
perfectly fine pizza? Since the puzzles in 
Zoombinis allow you to try again, your 
creatures can be safely sacrificed to the 
process of elimination. This is comforting 
when compared to a world in which 
death and failure can be random and 
arbitrary, or even worse, systematically 
directed towards specific marginalized 
groups. But at the same time, Zoombinis 
is a world full of grids designed to filter 
for desired appearances, and the only way 
to determine the “correct” appearance is 
to “eliminate” the incorrect version. It’s a 
logic that reinforces a patriarchal system 
of racialized, gendered hierarchies, and 
Broderbund’s educational game offers no 
alternative to this way of thinking. 

But at the same time, Zoombinis is 
ambivalent and deceptive. The villainous 
bloats are capitalists, even if they are 
part of a cliche, not really subversive, 
“evil corporation” trope. The player is 
much more likely to empathize with the 
Zoombinis and view the gatekeepers, with 
their opaque regulations, as fickle and 
arbitrary. Players remember this game 
more for the characters than they do for 


38 



the rules by which they were forced to 
play When kids played this game, they 
didn’t passively absorb what meaning was 
already there; they imbued it with living 
meaning, fretting over it like a garden. 
In Rock Paper Shotgun, Phill Cameron 
writes, “instead of spring boarding me 
into a life of analytical thought, Zoombinis 
interested and enraptured me so because 
of the simplistic and iconic nature of their 
plight. . .1 always knew the game was called 
The Logical Journey.., but I never really 
realised, at least while playing, that it was 
supposed to be educational. There weren’t 
any numbers, and all the problem solving 
was open to a level of guesswork and trial 
and error.” Zoombinis managed to hook 
into a human empathy, and as Cameron 
points out, the game tricks the player into 
thinking logically, but does it also trick her 
into considering what might be wrong or 
crude about that logic? Can a game force a 
player into that level of interrogation, or is 
this up to the teacher? 

I don’t want to overstate noyb’s Illogical 
Journey of the Zambonis. You might argue 
that all of its design decisions are a direct 
result of its limited scope, and you would 
probably be right. But even so, simply by 
existing, it helps fill in the blanks. This 
game shares its accomplishments with 
other games on the Glorious Trainwrecks 
site. By re-appropriating the disparate 


shards of a complex consumer culture, 
these games collectively present an 
alternative that challenges dominant 
cultural standards of artistic, commercial, 
and human value. Transmitted through 
chopped up brokenness is a living games 
culture that recycles and reimagines 
the systems it emerges from. Zambonis 
critiques not by aspiring to be a polished 
product, but through its context and 
means of production. Zoombinis was nice 
because it made kids use their brains, but 
despite a few subversive undertones it still 
reinforces a logic that relies on sorting and 
gatekeeping, a logic that Zambonis rejects. 
This is why Zambonis feels so ambivalent, 
and at times you’re not sure whether or not 
its overwrought bleakness is supposed to be 
funny. It’s a game that knows it remembers 
Zoombinis fondly, but also recognizes that 
there was something strange about the 
lessons implied. As with Oregon Trail , most 
teachers probably didn’t use Zoombinis 
as a jumping off point for discussions 
of systemic oppression and the limits of 
individualistic perspective, how the game’s 
contradictions and gaps simultaneously 
undermine and reinforce its systemic 
logic. In order to recognize systemic issues, 
we have to purge internalized notions of 
rugged individualism, the fantasy that one 
great leader can dress up a passive multitude 
in respectable costume and shepherd them 
towards change. 


You can play Illogical Journey of The Zombonis on its 

Glorious Trainwrecks page. 


39 


SLAVE OF GOD 

Stephen Lavelle (201 2) 


By Ansh Patel 


Intentionality is a word that we, as critics and developers often seek when 
we think about experimental art games. Conveying the artists’ intent while 
challenging the player is central to making art; but in games, it also implies 
that dynamic aspects like interactivity and player agency have to coexist 
with the static concept of the creator. 

Part of the challenge comes from the nature of games as black box structures. 
Interaction always results in a response, but the underlying processes 
governing that always remain opaque to the player. Such opacity also leaves 
us wondering exactly how the intentionality of the developer translates into 
what we see and think. Is that really the intention of the developer or merely 
our own subjective interpretation of it? 

Examining the game’s source code provides us with a significant window into 
the developer’s intentions. Here we see the blocks which hold traces of the 
developers’ mind while working, be it in names of the object or a comment 
in code, providing us with potential hints into their true intentions when 
working on the project. 

Intentionality is often a puzzle to be figured out in many of Stephen Lavelle’s 
games. Most of his games are short-form, highly specific but purposely 
vague, drawing the player into a conversation about its purpose. Slave of 
God is an experimental game from Lavelle, who also goes by the name of 
increpare, which was released in 2012. Described as a realistic simulation 
of an experience in a night-club, Slave of God is an audiovisual overload, 
drowning the player with acid- rave music echoing through its corridors that 
are immersed in bright, rapidly flashing lights. 


Page 40 



What is the beginning of a game? Is it what the player first sees when they start a game? 
Or is it what a developer first begins working on? That is the question that springs into 
my mind as I open the Unity3D source file downloaded from increpares site. 


Chronology holds meaning in a structural context only within the confines of an experi- 
ence. As players, we don’t have the paratext of the underlying concepts that a developer 
uses to frame our experience. This is particularly true for Unity3D, which divides the 
games into distinct “scenes”. You can work on each scene independently without affect- 
ing the others. On top of this, it allows you to describe the chronology of these scenes 
when creating the playable files. So, as Slave of Gods opens up inside Unity, I observe it 

has only two scenes: 

“MainScene” 

The one where most of the game takes place in. This was the scene that I first saw when I 
opened the source Unity file. This means that this was the last scene Increpare was working 

on before making the final build of the game. 

“TitleScene” 

Lasts for a very short time at the start of the game. Composed of only a camera and a bright 

sphere. 

Note that even if MainScene was the one last accessed by the developer before releasing 
the game, it is by no means a definitive proof that it was the last one created during 

development. 


41 



So, I decide to find out the actual 
creation dates in the source folder. The 
“Date Modified” only confirms that the 
MainScene was the last thing Increpare 
worked on before releasing the game, on 
the same day, 30th December 2012 itself. 

What’s puzzling is that there is a MainScene 
folder which was created more than a 
week before, but the folder is empty. This 
raises a question: was the MainScene 
originally residing in the folder, or is it 
merely a relic of a thought that never 
reached fruition? A folder left empty in 
the final build could imply considerable 
urgency from the developer, or merely an 
occurrence the developer chose to ignore. 

But would such unfinished, abandoned 
ideas factor into the chronology? From a 
developer’s perspective, it certainly would. 
An unfinished idea may have simply been 
a diversion, but it was also the developer 
actively exploring the concept of a game. 
From a player’s perspective however, it 
simply doesn’t matter what was meant to be 
in the MainScene folder. Only the finalized 
chronology that the developer decided to 
release the game with counts in shaping 
the chronology of player’s experience. 

Does Slave of God have really fancy visual 
scripting? As someone who has dabbled in 


shader programming, this was a question I 
was intrigued to find the answer to before 
downloading the source files. It’s no secret 
that Slave of Gods visuals are unapolo- 
getically flashy, and fittingly so. Without 
the fast flashing lights that fully warrant 
a seizure warning, Slave of God wouldn’t 
be able to build the foundation of the 
night-club experience it seeks to emulate. 

So, it came as a surprise to me when I 
found out that Slave of God had no fancy 
shader scripting, but instead used a 
combination of Unity3D’s default Image 
Effects and a CameraMusicReact scripted 
by the developer himself. Increpare had 
achieved strikingly unique visuals with 
little customization and smart usage of 
existing tools, but what surprised me 
more was how its music shaped the 
game’s visuals. Digging into the code 
of CameraMusicReact confirmed what 
the name had suggested: the Camera 
Effects — Contrast Enhance , Fisheye and 
Motion Blur — were indeed influenced 
by the game’s music. This came across as 
a revelation I would never have figured 
out as a player. Even if I knew that both 
the visuals and the audio were essential 
to the game’s purpose, I could never have 
imagined by simply playing, that they 
would be melded to one another in such a 
deeply intertwined manner. 


42 



1 . 

2 . 

3. 

4. 

5. 

6 . 

7. 

8 . 

9. 

10 . 
11 . 
12 . 

13. 

14. 

15. 

16. 

17. 

18. 

19. 

20 . 
21 . 
22 . 

23. 

24. 

25. 

26. 

27. 

28. 

29. 

30. 

31. 

32. 

33. 

34. 

35. 

36. 

37. 

38. 

39. 

40. 

41. 

42. 

43. 


// Use this for initialization 
void Start () { 

al = GetComponent<AudioListener>( ) ; 

> 

public bool flicker = false; 
public float timescale=2.0~ ; 

// Update is called once per frame 
void Update () { 

AudioListener . GetSpect rumDat a (samples j 0 3 
FFTWindow. Rectangular ) ; 
float t = Time . time*timescale; 
float r = Mathf .Cos(t*l .0 )/2. 0 +0.51; 
float g = Mathf .Sin(t*1.11 )/2.0 +0. 51 ; 
float b = Mathf .Sin(t*0.91 )/2.0 +0. 51 ; 

//Debug .Log ( r+ JJ j JJ +g+ JJ j ”+b ) ; 

(flicker) 

{ 

targetmat . color = Color(Random.Range(0.01 jl.0 ) j 
Random. Ranee (0.0fj 1.0f) ) ; 

flickermaterial . color = Color(Random. Range(0.0 1.0-f ) ., 
Random. Range(0. 01 jl. 01 )j Random. Range(0.0f , 1.0 )); 

} 

{ 

targetmat . color = Color(r ^ g, b) ; 
camera. fov = 60.0 +10*samples[2]; 


float r2 = samples[2]* ; 
float b2 = samples [16]*100; 
float g2 = samples[8]* 0 ; 

flickermaterial . color = Color(r2j g2j b2); 

/ /new Color (Random. Range (0. 0fj 1.0f)j 
/ /Random. Range (0.0fj 1.0f)j Random. Range (0.0fj 1.0f) ) ; 

} 


43 



The code of CameraMusicReact is fairly 
short but deeply formulaic and concise, a 
sign that the scripter knew exactly what 
they wanted to achieve. It first retrieves 
the spectrum data from the playing Au- 
dioSource through FFTWindow (the Rect- 
angular component suggests the type of 
frequency wave) and then generates RGB 
samples on line 34-36. However, the part 
of the script that’s most apparent from 
the player point of view are the Mathf. 
Cos and Mathf. Sin functions that are used 
to vary color of the textures in the night- 
club with time based on music. A lot goes 
on in those few lines, but the time-vari- 
ant factor is important because it melds 
temporality of being in a night-club with 
the existence of flashing lights and mu- 
sic. The passage of time becomes associ- 
ated with your two most dominant senses. 

This comes across as a key, understated 
factor hiding in the games black box - an 
element that’s essential in finding what 
makes it work. Slave of God is no fancy 
experiment in visual scripting. Instead, it 
uses existing tools and elegant scripting to 
convey the experience of being in a night- 
club. Time loses its usual meaning, and in- 
stead becomes melded with the music track 
that’s being played, which as it turns out, is 
also influencing the lights you see. If this 
is a comment on the immediacy of music 
in an an environment where time loses its 
usual meaning, then Slave of God express- 
es that through its code but never making 
it explicit in the experience to its player. 


How does the game convey its theme 
through AI behaviour and environment? 

NPC and AI behaviours are often the ones 
most associated with an imprint of devel- 
oper’s intention. In many ways, they are 
microcosms of the game’s larger black box- 
es, concealing their trigger conditions and 
behaviourism behind an opaque facade. 

But that’s the reason why they are often 
the most effective means of challenging 
player agency. The players cannot figure 
out whether it was their interaction or a 
script-induced trigger that caused the re- 
sultant behaviour. The existence of others 
in a virtual world whose behaviour, like 
ours, isn’t always transparent, adds an ad- 
ditional layer of opacity, making it more 
challenging to grasp the game’s overall 
system. In an art game, this is particular- 
ly important. Inviting the player to think 
has to be a lure that is subtle, but persis- 
tent enough to draw the player’s attention. 

Slave of God has plenty of obscure NPC in- 
teractions which generally raise questions 
like “Why did that happen ?” “Why did they 
just do that?” These questions are typical of 
a player’s mind, testing the black box com- 
prising of the game’s opaque systems, trying 
to find a pattern, hoping that it’ll make the 
game’s underlying meaning more apparent. 

The NPC the player first meets in the cor- 
ridor, whom within engine is simply titled 
“ BlueMan ” shows an interesting example. 


44 



r 


// Blue Man Import Settings 

UnityEngine; 

System. Collect ions; 


cLass BLueMan : MonoBehaviour { 

NavMeshAgent nma; 

GameObject player; 

// Use this for initialization 

void Start () { 

//nma = GetComponent < NavMeshAgent >( ) ; 

player = GameObject . Find ( f Player J ) ; 

> 


V 


} 


//Update is called once per frame 

void UpdateQ { 

/ /nma. SetDestination (player . transform. position) 

y 


The BlueMan simply stands in the corridor 
waiting for the player to move. He is not 
what one would assume as the hand-hold- 
ing guide who leads you into Slave of God’s 
world. Instead, BlueMan jumps into action 
only after the player has progressed a few 
steps forward to a specific point, at which 
a script is triggered and the BlueMan starts 
following a set path to his fixed destination. 


existed but it was not attached to BlueMan. 
When I look at the contents of the script 
however, my surprise fades away. Increp- 
are intended to use the Navigation Mesh to 
move BlueMan at the very start of the game, 
but another idea made him comment out 
that behaviour. An idea which relied on the 
players action triggering a soft beep and 
pushing BlueMan into the solitary action. 


AIs whose only action is triggered by the 
player are unusual, so it made me wonder 
what I was really seeing here. Is this a way for 
the game to show how, under intoxication, 
the persons perception of reality becomes 
increasingly self-centered, turning other 
people into statues who don’t act until the 
person does? I found a hint inside the game’s 
repository of scripts where a BlueMan script 


It’s interesting to note the location that 
the BlueMan ends up at. The bar counter 
around the dance floor is oriented towards 
the dancers. Slave of God subverts the space 
of a nightclub and our familiarity with it. 
People sitting at the counter often use it 
to take a breather from dancing while still 
keeping an eye on the dance-floor. Many 
use it to have a better look at other people 


45 


in the club. Since BlueMan is clearly male 
by the identifier, this could also double as 
a critique of the male gaze in a nightclub, 
someone who isn’t interested in dancing 
and merely wants to draw perverse plea- 
sure from looking at people from afar. 

Perhaps the most important and explicit- 
ly stated environmental design of Slave of 
Gods nightclub (named “ClubFantasy” in- 
side the engine hierarchy) is the bathroom 
section. There is only the Men’s section 
that the player can access. The women’s 
section is simply blocked by a solid wall. 

Blocked walls are often used as barriers in a 
game to hide the incomplete ideas behind 
them. Ideas orphaned during development 
by a lack of time or interest. But one can see 
that even from within the engine, this was 
a conscious decision right from the outset. 
The women’s bathroom is blocked and it 
leads nowhere. Were the player somehow 
able to get through the wall, they’d only 
fall into an infinite abyss. The player can 
only enter the Men’s section and partake 
in a weird and funny urinating minigame. 

This can be seen as another example of 
Slave of Gods “perspective abstraction”. 
Slave of God conceals and subverts our 
understanding of the nightclub. Ori- 
ented counters and blocked walls tell us 
something about the actors in the scene, 
including the BlueMan , and the ab- 
straction of bathrooms implies the gen- 
der of the character we are playing as. 


This feels like Slave of God making an im- 
portant comment on the nature of games 
and how they are distinct from simula- 
tions themselves. The separation of the 
body from the self is something that’s 
consciously aimed for in a “perfect simu- 
lation” (something we are not near achiev- 
ing). Many games have attempted to sim- 
ulate this, but fail to create a virtual space 
which allows for the participant to detach 
their physical sense of being from their 
virtual experience. Even in a game with 
intoxicating visuals like Slave of God, there 
are conscious design elements meant to 
remind you that you’re controlling an 
anonymous puppet in this virtual space. 

Many forms of art revel in vagueness and 
go beyond mere aesthetic pleasure to try 
engaging with their audience. For many 
works, the act of engaging is more than 
sufficient, and the consequent “answer” 
or meaning is often accessorial and beside 
the point. Interactive art, with its two-step 
process of action-effect through a black 
box can often amplify that feeling of vague- 
ness. Slave of God has few elements which 
remain opaque to the player and to this 
critic who has dug into the engine code. 

One of them involves falling down a small 
pit in a dark corner of the club to a sub-level 
where you’re facing two burly figures. The 
music changes to something with a mis- 
chievous tone and you have to go down a 
long-winded passageway in order to make 


46 




your way back to the dance floor. Upon 
returning you notice something weird, 
almost immediately Your vision has got- 
ten blurry and there is a consistent delay 
in what you’re seeing. This is because fall- 
ing down the pit triggers the Motion Blur 
camera effect within Unity’s engine, which 
amplifies the feeling of intoxication for 
the next minute. What’s strange is why it 
happened. Was falling down the pit a lit- 
eral metaphor of taking drugs? Or did the 
two burly men give you something that 
drugged you? Looking at their identifiers 
in the engine, they’re marked as “ bounc- 
er ”, and their models are the same as oth- 
er bouncers in the nightclub. The “why” of 
the situation doesn’t make absolute sense 
but perhaps the intoxication of a play- 



er in a dark corner is never supposed to. 

The title of the game is usually seen as an 
artist’s clearest statement of intent. Some- 
thing that isn’t just going to draw the play- 
er into the game but will serve as a basis 
for its major themes. What appears to 
be the most amusing element of Slave of 
God turns out to be its most important, at 
least in terms of title. The central dancer 
on the floor, who when approached locks 
you with triangular meshes attached to its 
arms, almost as if that NPC has enraptured 
your player. Getting closer to him almost 
results in a brief interlude where rest of 
the club fades a little as you and the dancer 
form your own little universe. An actual 
heart forms up at the centre of this dancer 


47 


B yf Abdullah (Script) 


'¥1 O, 

Script 

9 Abdullah 

o 

Heart 

heart 

G 

Camplane 

ScreenPlane 

o 

Eyebeams 

eyebeamparent 

O 

Musics 



Size 

6 


Element 0 

At^begasy 

o 

Element 1 

** du vubyde 


Element 2 

iJ'famyky 

o 

Element 3 

^hokute 

o 

Element 4 

ft'nojuhymi 

o 

Element 5 

*^rehopano 

o 

Clubrender 

■ clubplane (Mesh Renderer) 

G 

Rotatespeed 

0.6 


Dancescript 

9 dancer (DanceScript) 

G 

Lights 



Cmr 

9 Main Camera (CameraMusicReact) 

G 

Particles 

pathway 


Outsidecollider 

f outsidecollider (Box Collider) 

G 

Queue 



Size 

15 


Element 0 

BlueMan 

G 

Element 1 

Mball 


Element 2 

Mball 

G 

Element 3 

Mball 

G 

Element 4 

Mball 

G 

Element 5 

Mball 

G 

Element 6 

bouncer 

G 

Element 7 

bouncer 

G 

Element 8 

cordons 

G 

Element 9 

toiletsign 

G 

Element 10 

DynDancers 

G 

Element 1 1 

dancerltattoo 

G 


NPC and starts beating while you continue 
moving along with them. This is another 
example of the perspective abstraction and 
an interesting observation of how infatua- 
tion, even on the dance floor, shrinks the 
universe to include just the two of you. The 
player is free to walk away from this dance, 
which results in a large elongated rectangle 
protruding out from the dancer NPC’s face 
for a few moments. 

While all of this clearly plays out as a 
flirtatious exchange between strangers on 
a dance-floor, what’s interesting to note is 
that the dancer is called “Abdullah” inside 
the Unity’s object hierarchy Abdullah 
translates literally as “a slave of god ” in 


Arabic. What’s more, the Abdullah NPC 
in Slave of God has an eponymous script 
which contains almost all the major logic of 
the game. Right from switching to different 
tracks when the player enters specific areas 
of the nightclub to the activation of Motion- 
Blur effect after falling down the pit of 
Bouncers. 

This brings us to the most important ques- 
tion - one centred on the game’s title itself. 
Within Abdullah lies all the instructions 
that Slave of God needs to exist. In a classic 
definition, an omniscient being would clas- 
sify as a God-like entity But despite having 
all that power, Abdullah is a slave himself. A 
slave to the code that bounds him. A slave to 


48 



the triggers that govern his action. A slave to the action 
of an unknown Player to provide meaning to his actions. 

Slave of God implies different Gods within its universe. 
When viewed from the perspective of code and the 
engine, Increpare himself is the God whose code chains 
the NPCs and even the player. If viewed from the 
perspective of the NPC, the player is the God. As it is the 
Player whose action triggers BlueMan into motion, the 
Player who provides context to Bouncers and the Player 
who breaks the monotony of Abdullah’s dance routine. 

But if seen from a thematic angle, the Player and the 
human, we are slaves to our whims and senses. The 
music drawing us into the interiors of a nightclub, the 
silence drawing us away from it. The dark corners pull- 
ing us down into a psychedelic pit and our blurry vision 
becoming a gateway to disorient ourselves, providing 
a brief illusion of detachment from reality itself. Per- 
haps, there are Gods and Slaves living within each of us, 
governing and restricting what we can and cannot do. 


You can play Slave of God, and discover Stephen Lavelles 
large body of work at increpare.com. 


49 


FEATURE: JOEY DIZOGLIO 


‘CpL&tle. T)ocMne: 


Cjfiigkbodiood Honda#* 



Everyone knew what The Castle Doctrine was about before it even came out — a flaw, I suppose, due 
to prolonged alpha and beta release cycles. Jason Rohrer added to the hype of his violent portrayal 
of home invasion with several interviews where he contextualized the game design with his personal 
experiences . 1,2 Although his game is far from the only instance of problematic empowerment of white 
men in videogames, the criticism leveled against the game is strongly connected with the auteur 
interpretation that emerges from a single designer. When a white man creates a game where paternalism 
festers in its most reductive state it is reasonably doubtful that the experience will empower anything 
but the dominant oppressive discourse. 

The immediate critiques of Rohrer’s design such as Stephen Beirne’s Fixing The Castle Doctrines Self- 
Defense Parable give us a sense that the game’s mechanics are offensively simplistic given the severity 
of the content. According to Beirne, Castle Doctrines message of justifiable murder should not 
be abstracted into a game if it fails to consider complex socio-economic factors that contribute to 
violence in American society . 3 Cameron Kunzelman levels even stronger accusations that the game 
is “simple” and continues the “infinite apologism around the fetish of violence in games.” Kunzelman 
writes that Rohrer’s attempt to explore domestic security depends on his privilege as a white man who 


50 




“ELL THE ADVERTISER — "I FOUND YOU IN THE YELLOW PAGES'" 


Bu iid ings-B urgLar 197 




;,H*i 

SOME THINGS 
CAN'T BE 
REPLACED 


1241 MAIN ST. 
CUYAHOGA FALLS 


'ALARM 
* SECURITY i 
y SYSTEM 


X4 HR. 
MONITORING 


For Peace oS Miri-cl Home or Away 


• BURGLAR * FIRE * MEDICAL 
SALES • SERVICE * INSTALLATION 
"NOW RENTALS AVAILABLE" 
FOR RESIDENTIAL OR BUSINESS 


FREE SECURITY 
SURVEY 


Figure 1: http://thecastledoctrine.net/alarm.jpg 


cannot understand the emotional stakes of 
systematic violence that daily endangers 
minority communities. 4 For these reasons, 
Kunzelman refuses to play a game that is 
blind to the real issues at hand. 

After playing Castle Doctrine when it was 
first released and since then returning 
to it for this piece, I agree that Castle 
Doctrine fails to capture with any reality 
the actual mechanisms of violence that 
dictate neighborhood relations. Yet unlike 
Kunzelman, I think that playing the game is 
valuable, at least as a lens for understanding 
the white paranoia that compelled Rohrer 
to create it in the first place. Its servers 
demand a mental state that believes danger 
is always knocking (with a crowbar). In a 
preview piece for Gamespot, Carolyn Petit 
builds on Beirne’s work and argues that 
the game’s simplistic system “cultivates a 
belief that the world is more violent and 


dangerous that it actually is.” 5 As I make a 
comparative reading of the game’s ideals 
of masculinity I show that fear for one’s 
property resonates as far back as the 1700s. 
Instead of interpreting The Castle Doctrine 
as “a statement game,” 6 1 am much more 
interested in first examining this historical 
context and then considering the emergent 
effects of power and domination conveyed 
by its mechanisms. After persistent 
exploration I have learned that even the 
most monolithic structure of masculinity 
will buckle onto itself. This game is kind of 
queer. 

As implied in the title, the game’s premise 
is the axiom that man’s home is his castle 
and he has the right to defend that space. 
Visitors to thecastledoctrine.net will see a 
yellow pages banner advertising an Alarm 
Security System picturing a cartoon nuclear 
family (Fig. 1). Below the family portrait 


51 




are some stark words: “Some things cant 
be replaced”, which warns fathers perusing 
the phonebook that they must not hesitate 
when it comes to security Rohrer himself 
hopes that the paratextual image will 
outline the fictional suburbia his game 
inhabits: 

“This game is a 1 991 period piece 
about the social construction of 
manhood in that era. This is how 
I remember my security-obsessed 
father, and other fathers that Tve 
met from that time share many of 
his traits ” 7 

In the nearly twenty year gap between the 
1991 advertisement and the game’s 2014 
release, a generation of young millennial 
men have started families and questioned 
whether their liberal ideology may need to 
regress to more traditional machismo in 
order to defend their household. In contrast 
to Rohrer’s self-doubt about his own role 
as a father, the man in the advertisement 
displays no hesitance in asserting his 
masculinity He may smile with his family 
but behind the facade is a man willing to 
murder any trespasser who threatens the 
sanctity of his home. 

The domestic setting of The Castle Doctrine 
bears connection to the literary tradition 
of “Shelter Writing”, a phrase coined by 
Susan Fraiman as “a text in which domestic 
shelter is lost, longed for, and finally 
recreated by a narrator”. 8 Fraiman initially 


constructs her term to explore transgender 
narratives but the definition balloons 
into a greater discourse that describes 
any protagonists’ relation to the home. 
Although much of her work considers the 
domestic space inhabited by women and 
trans people, Fraiman claims that “the Ur- 
shelter text is Robinson Crusoe, in which 
Crusoe structures time as well as space... 
by methodically devising a domesticity 
of his own”. 9 Author Daniel Defoe creates 
a castaway cut-off from the imperial 
motherland who must assert his identity as 
a British citizen by carefully reconstructing 
his material culture. Building furniture 
and performing domestic acts such as 
cheese making, pottery, and pet owning 
allow Crusoe to maintain psychological 
connection with his faraway European 
culture. 

Curiously, throughout the text, Crusoe 
harbors an incessant urge to improve his 
shelter through the infinite act of home- 
making. 10 Already, the theme of the 
domestic man parallels Castle Doctrine’s 
white suburban avatars. The reader of the 
home security advertisement is supposed 
to feel a similar urge to upgrade and 
improve their house, purchase a guard 
animal, and prepare for the worst. The 
security industry behind the advertisement 
depends on perpetuating nostalgia for safer 
times and an eternal longing for sanctuary. 
However, unlike other domestic characters 
that Fraimann explores, the men of Castle 
Doctrine never need to equate the safety of 


52 



shelter with bodily safety Fraimann shows 
us that marginalized groups find refuge in 
spaces free from the oppressive dangers of 
society whereas the Castle Doctrine players 
are always guaranteed to be out of harm’s 
way when a burglar enters. As Kunzelman 
argues, the game mischaracterizes violence 
to make the player fear for their sanctity of 
property and never personal safety 

It is important that the advertisement 
never portray the worry as irrational, or it 
risks undermining the same masculinity it 
advocate in its clientele. As narrator of The 
Castle Doctrines official trailer reports, 
“nothing is random” and “Every outcome 
in this world is the result of choices made 
by its players ”. 11 The security advertisement 
needs to convince the father that danger is 
guaranteed and home defense investment 
is not a constructed fear but simply the 
next logical step to take during perilous 
times. To combat fear we need technology 
to grant us power, which brings us back to 
Crusoe’s embodiment of the rational man. 

In a study of masculinity throughout 
Defoe’s texts, Stephen Gregg considers how 
the Enlightenment aims to give men the 
tools to establish dominance of nature and 
other men . 12 The shift in power from nature 
to man is where the romance collapses 
into violence. Until now, my exploration 
of Crusoe’s home-making shares more in 
common with a humble game of Minecraft 
than Castle Doctrine, but everything 
changes when Crusoe discovers a footprint 


on his supposedly deserted island. In a 
moment of pure terror he flees to the safety 
of his home: 

“ When I came to my castle (for so I 
think I called it ever after this), I fled 
into it like one pursued... for never 
frightened hare fled to cover, or fox 
to earth, with more terror of mind 
than I to this retreat ” 13 

The transformation from the language of 
home to castle begins the moment Crusoe 
fears the Other . 14 Immediately his agrarian 
habits must be reforged into those of a 
hardened tactician. Fortifications must be 
made, armaments mounted, escape plans 
crafted. 

Akin to the trap -builders who make up the 
Castle Doctrine neighborhoods, Crusoe 
builds his defenses: 

(( In the inside of this I thickened 
my wall to about ten feet thick with 
continually bringing earth out of 
my cave, and laying it at the foot of 
the wall, and walking upon it; and 
through the seven holes I contrived 
to plant the muskets, of which I took 
notice that I had got seven on shore 
out of the ship; these I planted like my 
cannon, and fitted them into frames, 
that held them like a carriage, so that 
I could fire all the seven guns in two 
minutes' time; this wall I was many 
a weary month in finishing, and yet 


53 



never thought myself safe till it was 
done ” 15 

In many ways, the discovery of the footprint 
could not have occurred at a more perfect 
time. Crusoe became complacent with 
his homespun existence while he reigned 
uncontested over the islands natural 
resources. The paranoia of danger propels 
him to further embrace Enlightenment-era 
ingenuity and craft a quick fire mechanism 
for his guns. To borrow the vocabulary of a 
real-time strategy game: Crusoe spent the 
early game building his economy and now 
he can devote his efforts to defenses that 
will allow him to extend his dominance 
over dangerous intruders. 

The Castle Doctrine begins at this moment 
when language shifts from house to castle, 
from economic productivity to defense. At 
the crux, the father realizes he must defend 
the fruits of his heterosexual labor (a wife 
and kids) and economic labor (money in 
the vault) from anonymous, ever-present 
danger. Although the four gray walls were 
sufficient to expel the elements of nature, 
they need to be bolstered by traps to deter 
human invaders. 

I draw particular attention to the idea of 
investment in the last lines of the passage 
above: “this wall I was many a weary month 
in finishing, and yet never thought myself 
safe till it was done”. The fear of loss, that 
ubiquitous emotion of the perma-death 
mechanic, demands precaution. Diverting 


resources into these precautions are 
secondary investments that further bind 
the defender to the domestic space in a 
dangerous cycle. The more energy Crusoe 
pours into his castle, the more valuable it 
becomes, and the more he needs to improve 
its defenses. 

Similarly, the first traps one builds in Castle 
Doctrine can only be purchased from the 
$2,000 starting fund, but each passing hour 
of play commits more time and thought 
to the family’s defenses. Early on, if you 
successfully bait a wealthy player to their 
death, you can rapidly improve the defenses 
of your home. Better traps means your 
citadel will last longer against the robbers, 
but it also means you are a greater target. 
The compulsion to repeatedly log back into 
the game to check whether any robberies 
have occurred is succinctly captured by 
Crusoe: “we find the burden of anxiety 
greater, by much, than the evil which we 
are anxious about’ ’. 16 The medium of a game 
permits the careful construction of anxiety 
to finally collapse into tragic endings when 
you return to desecration: a wooden wall 
axed — $2 — an electric floor grate short- 
circuited — $20 — a dogbody with squares of 
blood staining its pixelated head — $320 — 
wasted. The larger the labyrinth, the more 
stuff you are responsible for maintaining. 
Once everything is lost and your house is 
in ruins, all that is left is to try again; to 
seek, as the Fraiman says, the shelter that 
has been lost. 


54 



This comparative reading of Robinson 
Crusoe and The Castle Doctrine has been 
fruitful to understanding the compulsive 
creativity entrenched in masculine 
homemaking, but I must draw attention to 
the key difference in “the enemy”. Crusoe 
fears cannibals. The footprint is not just 
evidence of human presence but also the 
shoeless savage, thereby throwing Crusoe 
back into the imperial struggle between 
Europe and the New World. Defoe gives 
us a model to understand the domestic 
man and Crusoe’s moment of conflict is 
racially motivated in a way that The Castle 
Doctrine omits. Rohrer’s game takes place 
in an entirely white world, presumably a 
suburbia priced out of racial and ethnic 
diversity, and thus Robinson Crusoe alone 
is an insufficient lens to view Rohrer’s 
exploration of masculinity. 

In order to delve further into domestic 
masculinity and justify my initial claim 
for a queer reading of The Castle Doctrine , 
I make a leap to a more modern lens: the 
photography of Robert Mapplethorpe. I 
must note that Mapplethorpe is an incred- 
ibly complex artist whose work includes 
many black models, but for the sake of 
finding a language to describe Castle Doc- 
trine I will limit my reading to one par- 
ticular image titled Brian Ridley and Lyle 
Heeter. It is a black and white dual portrait 
where the spheres of domesticity, mas- 
culinity, and sadomasochism converge 
around two white men positioned next to 


a rather campy antler end table. Dressed 
in leather, the men — one, clean shaven, sit- 
ting in a leather wingback chair; the other, 
bearded, wearing a policemans heat, and 
leaning against the chair — have the audac- 
ity to stare back defiantly at the camera. 
As noted by Mapplethorpe scholar Rich- 
ard Meyer, the men radiate confidence in 
their roles 17 despite the flagrant perversion 
of heterosexual appearance. 

Immediately, a question of ambiguity 
emerges; which one is Brian Ridley? Do 
we read the photo left to right and affix the 
name Brian to the younger man sitting in the 
chair, limbs chained together and leashed 
to Lyles nonchalant pose? Or does the first 
name Brian belong to the man in power and 
control, the leather daddy, standing with a 
whip in hand and a stern gaze? Despite these 
signifiers, the power resists placement. The 
sitting man is like a king on a throne and 
seems completely comfortable with the 
appearance of submission suggested by 
the chains . 18 Meyer argues that “each man 
appears equally dominant, even defiant, 
in the face of the camera ”. 19 The answer is 
eternally nebulous and incredibly striking 
against a “fabulously normative interior ” 20 
where one might expect the nuclear family 
to pose for a Christmas card. Instead the 
space has been appropriated for male-on- 
male consensual sexual violence. 

Richard Meyers scholarship uses Pat 
Califas definition of sadomasochism which 
I find to be a valid tool for the remainder 


55 



of my analysis: 

“Sex which involves adopting fantasy 
roles, using implements to produce 
stress or erotic pain, and applying 
various techniques, such as physical 
restraint, to create a consensual 
exchange of power between the 
participants ” 21 

These implements, techniques, and 
restraints often carry an aura of sexual 
deviancy far from the standard portrayals of 
suburban sexuality The reductive popular 
mythology around sadomasochism or 
s/m condemns the deeds to underground 
dungeons that can be hidden from the 
public, but Lyle and Brian prefer to flaunt 
their costumes in the heteronormative 
living room. The blinds are open, they 
are not hiding from the neighbors, and 
they welcome voyeurs in addition to the 
cameras gaze. The photographs depiction 
of possible spectatorship along with Califas 
particular articulation of “roleplaying” 
and consensual agreements between 
participants invokes a system of feedback 
pleasure analogous to games. The men enj oy 
their fantasies: they purchase violent s/m 
equipment, they agree to predetermined 
rules, then let their kink emerge within the 
rules of the game space. They are suburban 
sadomasochists, and I posit they are the 
white men of Castle Doctrine. 

As I reread Castle Doctrine reviews, 
the s/m undertones became clear. In his 


review for Polygon, Russ Pitts describes 
his experience with successful traps: 
“Watching as criminal after criminal 
broke themselves against my defenses, I 
felt something like a thrill awake inside of 
me”. To preserve the context of his quote, I 
add that he links the elation of discovering 
a new corpse with the economic rewards 
that grow in his vault. With each death 
his house attracts more and more greedy 
thieves hoping to steal from his growing 
nest egg. The remainder of my essay is a 
critical exploration of this emotional arc 
from death to dollars in order to tease apart 
moments of pleasure (and pain) found 
within the act of home invasion. 

Castle Doctrine is not the only game to 
give positive feedback rewards, but here 
the source of the reward is entwined in 
another humans error. One knows that 
the corpses piling up on your home video 
security were all controlled by other 
players on the server. Within the zero- 
sum structure of hubris and defeat the 
game becomes an exploration in power 
dynamics. Unlike chess or other symmetric 
strategy games, these power dynamics are 
inherently unfair and oppressive as each 
side attempts to dominate the other during 
an attempted penetration into the house. 
The homeowners hope that meticulous 
preparation and tactical design will 
overwhelm the burglars’ improvisational 
assault, and yet as defenders they are 
distinctly passive by virtue of being absent 
during the break-in and must rely on the 


56 



automata they construct. In contrast, the 
robbers lack specific, local knowledge but 
trust general trap design algorithms will 
lead them to discover a vulnerability in 
the houses killing engine. Such aggressive, 
traumatizing directional heuristics 22 lead 
me to argue that elements ofsadomasochism 
are inherent to the emergent gameplay. 

Unlike grinding for gold on NPCs, Castle 
Doctrine demands player on player 
domination for your reward, and it contains 
a recording system which emphasizes the 
pleasure of defending vulnerable interior 
spaces. When someone dies in your trap 
the game gives you a snuff film that can be 
played and replayed at your leisure to enjoy 
a robber’s last few moments of panic before 
his demise. These are immensely intimate, 
nearly-pornographic pleasures that hinge 
around the climax of death or success. 
While watching an attempted robbery, the 
builder knows the proper path the burglar 
should take and notices the incorrect 
deviations that slowly compound until 
the fatal end result. Even more tantalizing 
are near misses when an invader almost 
solves the puzzle only to fail inches from 
the vault. These videos are essential to the 
games psychological experience because 
they mediate the site of loss and success 
that the homeowner would otherwise not 
be able to witness while they are away from 
their house. 

Now the time investment required by 
castle upkeep that I discussed in the 


context of Crusoe gains an emotional 
component. The larger and more complex 
your domestic space, the greater intimacy 
you can experience with would-be thieves 
before the jaws snap shut. The sexual 
frustration in the neighborhood grows as 
multiple neighbors attempt to rob you and 
fall victim to your intricate designs. The 
houses with the most funds creep up to the 
top of the server list and become a rather 
grotesque high score chart. Beside each 
name, the tables list the amount of cash in 
the vault as well as the number of attempted 
robberies and the number of deaths among 
those who tried. These numbers correlate 
wealth to voyeuristic pleasure — the richest 
players have invested the most time 
learning the game and therefore have the 
most videos of pain and death. 

Never forget that s/m carries a theme of 
theatricality, and the power roles can be 
easily reversed depending on the props 
and tools at each man’s disposal . 23 The 
interchangeable robber sprite warns 
us about the potential role reversal of 
the home invasion narrative because a 
player must test their own traps under 
the identical graphical guise before other 
robbers can make an attempt. The robber 
sprite simultaneously embodies both the 
player protagonist ensuring their home is 
safe and other player antagonists who wish 
to inflict harm. In place of Crusoe’s savage 
Other, Castle Doctrine tells us to build 
castles against ourselves. 


57 



The game also permits the robbers to carry 
in an array of tools that can undermine the 
house contraptions and seem analogous to 
the pain -inducing paraphernalia of s/m. 
To refer back to Brian Ridley the whip 
changes hands and the homeowner must 
now submit to the violent destruction 
carried out by the intruder. Weapons like 
the club and revolver provide the much 
abhorred option to slay animals and family 
members, but I am far more interested in 
the subversive ludic suffering produced 
during the struggle between players for 
control of the domestic space. Tools such 
as the saw and crowbar are even more 
sadistic because they permit violent 
deconstruction of the labyrinth space itself 
and give the robber access to previously 
restricted areas of the house. With tools 
the robber can violently rewrite the rules 
of consent laid out by the homeowner and 
convert the transgression into economic 
trauma as expensive sections of the house 
must be replaced. A particularly unique 
case is the drugged meat which can put a 
pit bull to sleep until a player walks over 
its tile. Not only does the robber subdue an 
active component of the house, but if they 
kill a family member or access the vault, 
then that dogs new location is permanently 
saved. It is quite possible that the dog 
blocks a necessary pathway and the house 
becomes impossible to safely navigate 
without more tools. Until the homeowner 
rebuilds the traps, they must cede access to 
the invader’s manipulations. 


Yet the obscenity of the tools are a neces- 
sary form of equilibrium in a neighbor- 
hood where male-on-male s/m is the only 
neighborly interaction. As I conclude 
my reading of Castle Doctrine, I wish to 
draw attention to the shadow behind the 
two men in Mapplethorpes photograph. 
Feminist scholar Peggy Phelan reads the 
shade as a policemans shadow which in- 
vokes the iconography of the police state . 24 
These men are literally chained to each 
other and remind us that the economy of 
Castle Doctrine is entangled in suffering, 
violence, and voyeurism. Everyone watch- 
es everybody else’s house. Many video re- 
cordings consist of a curious resident pop- 
ping in, looking for the first sign of danger, 
then scooting back out the door. If there is 
a sign of weakness or vulnerability, these 
opportunists return with tools and punish 
the patriarch’s blatant mistakes. Newcom- 
ers to the game suffer a steep learning curve 
until they invest enough time and failure 
into understanding the basics of trap de- 
sign and defense. The metagame dictated 
by the s/m mechanics I have analyzed con- 
vert the server into a gauntlet for confor- 
mity. Although I do not have the room to 
explore the means of suburban hegemony, 
I must say Rohrer succeeds in generating 
an emergent representation of “keeping up 
with the Joneses.” 

At this point, my exploration of masculini- 
ty in Castle Doctrine has moved far beyond 
a nebulous fear of the suburban Other sug- 
gested by the home security advertisement. 


58 



Instead we have a model of self-enforced, self-policed 
patriarchy where fathers compel one another to defend 
their castle or suffer the consequences. I conclude with 
perverse irony that Rohrer’s system emergently asserts 
that the heterosexual nuclear family can only achieve 
stability through transgressive male-on-male sadomas- 
ochism. Auteur theory seems inadequate to explain 
why these dads spend more time constructing and per- 
forming sadomasochistic torture on one another than 
spending time with their families. Rohrer’s game desta- 
bilizes American domestic space into a perverse inter- 
section of masculinity, utilitarianism, and queerness. It 
is my intention that this essay adds to the body of queer 
deconstructive work in video games. I motion to Gerald 
Voorhees’ claim that: “a great deal of digital gameplay 
is motivated by queer desire ” 25 and that there are fun- 
damental queer structures repressed by heteronorma- 
tive narratives. In a games marketplace dominated by 
serial sports simulations and military shooters, queer 
readings of these predominately masculine systems are 
essential to understanding millennial constructions of 
manhood. 


“Joey DiZoglio slowly migrates through Providence 
studying H.P. Lovecraft > videogames and medicine 

along the way. ” 


59 





I’ve been playing your games for a while 
now, Jake, and they never came off to me as reflective of any 
‘professional’ experience, or any hard technical knowledge. 
They’re often very messy and jagged, and yet what I appreciate 
is how you’re able to still create a really powerful mood and 
tone, a vivid world and aesthetic, and a story in that world with 
the uncommon tools you have. So I’m interested in knowing 
how exactly you got into making games, how this became a 
pattern for you. 

Jake Clover: I think something that got me interested to start 
making games was Grand Theft Auto: Vice City. I found it 
very immersive with all the weather systems and lively cities, 
in both sound and visuals. I began drawing maps inspired by 
the GTA city maps, then I made a game, basically a city map 
with a person walking around on it using Game Maker. Once 
I found out about Jonatan Soderstrom’s short free games a 
few years ago, they really got my attention and turned me into 
a different direction I guess, and I began doing very similar 
work to his. Realising that games could be done quickly and 
be left rough/ raw made me continue going down that path as it 
is great if you aren’t so interested in programming or making 
the technical side of games, and you could focus mainly on the 
creative side. Other developers like The Catamites and Jack 
King-Spooner have further influenced me on that path. 

Do you think that you also focus mainly on sound and 

visuals? 

Jake: Yeah, I am really interested in creating worlds at the 
moment through sound and visuals. I think sound is really 
important and it can be used to fill in missing/limited visual 
information, like in Nuign Specter, the shotgun feels powerful 
because of the loud free shotgun sound effect and quick flash 
against the rest of the very slow and quiet game. In my game 


Hernhand I was interested in trying to make the world have 
lots of sounds that would, hmm, like fill in for the scrappy MS 
paint visuals and substantialize the world. A low hum coming 
from behind a wall, there must be something working behind 
the wall. I also like the idea of making it obvious the world 
is constructed, like the characters look like card-board with 
a picture on it, so yeah I’m interested in the sound playing a 
bigger part. 

Some of your early games are more like typical arcade 
games, the road racer stuff, but it really bends in that direction 
later on, you seem to put a lot of energy into the sound and 
visual work, so much that your games are often short and really 
easy to get through. It was kind of a surprise playing Space 
Pirate Dernshous, it seemed to be one of the most explicitly 
technical things you’ve made! Full of metrics and item stats 
and everything. 

Jake: Yes my Space Pirate game is a bit more technicaly like 
Escape Velocity with numbers and things, I think I got carried 
away trying to make space ships fly around and do small 
decisions. But I find it difficult to make games that play like 
games, I don’t think I’m good at making strategies for a game 
and have it still be fun, or I’m not interested enough to go all 
the way for it to work well. So I think I would have preferred 
Dernshous a bit less gameplay like, and maybe if I put more 
effort into narratives on-board ships you raid and have the 
game less fast and exciting. 

But at the same time, there’s technicality to sound and 
visual work. It isn’t programming, but its a craft, something 
you can improve on, and get complicated with. Your work with 
that can be so elaborate, you’ve crafted some amazing worlds 
and concepts just off clever visual crafting and good sound, 
some of which is hard to tell how you actually did it. 


61 


SPACE TO DOCK 



SPACE TO DOCK 


Jake: I guess it is technical to do the sound and visual work 
but I don’t really notice it because it’s easy to be satisfied 
with easy tools like Unity or Game Maker, where you can 
basically put your sound in and you can hear it just like that. 
I’ve been using mostly free sounds from internet, and then 
editing them in Audacity, usually just slowing them down 
and making them very loud to distort them. I’m interested in 
recording my own sounds and using them, I’ve taken my first 
step with my laptop microphone where I mumble into it and 
hit something like a kettle and then edit the sound. I find it 
amazing to then be able to put a really bad sound into a Unity 
game and be able to just have doppler effect on it and change 
max distance and everything feels like you’re really there in 
the game. 

Zolani: I always have enjoyed how loud and visceral you 
make your sounds. I once tweeted about how they “rip apart” 
the landscape. I think one of my favourite sounds from you 
is that ripping saw you hear with your death animation in 
GROUND STOOGE, I don’t think many people have played 
that one. But the whole game has this amazing landscape of 
sounds that are so harsh and chaotic, it gives an overwhelming 
apocalyptic subtext that makes it so chilling. You’ve always 
came off as one of the few game makers who can really 
appreciate a good gunshot sound. 


Jake: You’re very kind! Ground Stooge was mainly inspired 
by the post apocalyptic atmosphere in Half Life 2. the Half 
life games do a very good job with sound, it’s been really 
influential. I really like the ‘overwatch’ voice in Half-Life 2 
and all the various button beep sounds. 

Zolani: There are definitely noises in Ground Stooge that 
sound like those old Valve UI sounds. And with Nuign 
Specter, the shotgun is this sort of thing punctuates the story. 
It’s what moves everything forward. But there are other 
sounds; the flickering of the shop lights against the silence, 
especially after you shoot the shopkeeper, is so crushing, it 
really pushes the weight of what you just did, that you killed 
another “man” in cold blood. I remember being so shocked 
in that scene. Nuign Specter becomes so demonic and sinister 
because of that. 

Jake: I feel like Nuign Specter is one of the best games I’ve 
made. People seem to like it a lot, and whenever I look back 
at the game it’s always somehow better than I remembered it 
to be. I think it works because it’s very simple yet effective, it’s 
slow but not boring (which I’m really interested in trying to 
capture in my games), it’s not too obscure or experimental, 
and I didn’t overthink anything in the game really which I 
usually do with other games. And yeah I wanted to pay atten- 
tion to having a lot of quiet sounds that you might not hear, 
to add depth to the simple images on the screen. 


62 





Zolani: I’d say what makes Nuign Specter good is that it clearly outlines these very powerful and consequential 
relationships that we can’t fully understand. I think it’s clear early on that the wolf is doing something very 
wrong, or that something is wrong with him, that his relationship with the Spectre is much more insidious 
than we’d assume, but there’s nothing we can do about it. There’s a clear question of control, and the wolf’s 
agency, whether he intently gains from his actions or if he’s being coerced/intimidated/possessed. And there 
are these demonic, mystical implications looming under that. 

And that quietness you talk about also comes off a lot in Less Raum, right? I think that was one of the more 
difficult games you’ve made. It’s very hard to tell what you’re supposed to do, and the alien language made 
parsing the context a very peculiar challenge. It’s really visually obscure, using mostly on glowing outlines of 
objects if I remember correctly, and it becomes hard to tell what the shapes are. It’s not the most well known 
of your games, but I like it if anything because it’s very different from a lot of the other things you’ve made. 


r "i 



4 i~4h~4h" 


i v 
i i v 


6. V 








4 . 

S-S. 




::: f 

_ i'Jl m z zz- 


&B ! 


I* ” 


1 -* 


n 
? - 


t: .V ■' .■ 


fell 


■' ■ Km 








Jake: Less Raum reminds me of ‘This is Infinity’ by Jonatan Soderstrom, and I think I wanted to do something 
similar and make a very alien-feeling game. I didn’t have a goal in mind other than to make it feel alien, be 
trippy and not understandable. There was no plan, it was improvised (like most of my games) and I had seen 
some quote of someone who made what felt like a ‘lost gameboy game’ in an interview or something and 
wanted to include that idea. The alien text doesn’t mean anything itself, but I wanted it to look like something 
was going on, there is some kind of exchange going on, as if the game is trying to convey instructions and other 
information. So the text is just a visual thing, you always look for meaning in writing, like it must be trying to 
say something, but here it is only something to look at and not understand. There was a game by Messhof that 
had it’s own language, that was an influence too. 


v 


fi 


V 




v 







Zolani: I want to talk about what is probably your 
most popular game, Sluggish Morss\ I’m interested in 
knowing how you and Jack got together to make this 
game, how this project came together into something 
you were able to complete and put out. 

Take: I think after playing each other’s games on Game 
Jolt, Jack and I started emailing and decided to do a 
collaboration. Jack first made a number of gritty 
electronic songs that I really liked, and I basically 
started making some scenes for a game which I thought 
worked with the music. I didn’t have a clue what I was 
doing other than really enjoying his music and making 
scenes that I thought looked good with the music. 
Hotline Miami was an influence for my game, and it 
had just gotten me interested in grungy music and so 
Jack’s music was so exciting to hear. Jack started making 
his own game while I was doing mine, and what he 
was doing motivated me to begin working differently 
from how I made games before. His very collagey 
thrown-together style was really interesting to see, and 
I thought it looked very good together with his music. 
I’ve always liked drawing and making things with my 
dad but it hasn’t been until seeing a lot of Jack’s work 
that I’ve thought about bringing those kinds of things 
into games to use as characters and backgrounds. 

Zolani: This may sound like a weird question to ask 
but, I want to know what you think Sluggish Morss is 
about. Because I can sit here all day and throw around 
interpretations, (in fact I’ve done so in writing), but I 
want to ask you how you feel about the ideas the game 
presents, because Sluggish Morss feels like one of the 


most personal things you’ve made. More than your 
other games, it always came off to me as a game reflective 
of more explicit personal and emotional experiences. 

Take: I interpret my Sluggish Morss game as being 
about the second or so before the character you play 
as dies. And there’s these spirits that have to show him 
the way to go. Well that was the general idea I had in 
mind to try and somehow focus what I was doing. I 
think I got too carried away adding too much to my 
game, Jack’s music is always overlayed by this annoying 
computer voice and the whole thing feels up itself and is 
like a trailer or something. So my Sluggish Morss game 
doesn’t mean much to me, I don’t really think about it. 
But it was great to be sharing ideas and imagery, and 
getting to listen to heaps of Jack’s music that he made 
while we worked on our games. 

Zolani: The thing with Sluggish Morss is that it has all 
this energy but it’s filled with all these obscure visual 
symbols and allusions, and this really coded and 
difficult dialogue and language with its “characters” 
and its story. I guess as a stuffy art critic type that kind 
of thing gets me really interested and excited, but tbh 
most writing on the game just passes it off as a freaky 
psychadelic trip. 

Take: I guess I’m glad other people seem to like it, but 
I much prefer Jack’s game, honestly, I really enjoy his 
Sluggish Morss game. His game feels vast, yet it’s quite 
small, it feels like a journey and like things are about to 
turn around and change. 


64 



space-opera stuff he makes. 


Zolani: I was going to ask you what you thought about 
Jacks sequels! I always had trouble with A Delicate 
Time in History and Ad: Infinitum. They were always 
very alienating for me, eccentric but cold and kind 
of lifeless. The vibrant energy and succintnes of the 
first one felt swapped out for something much more 
cynical, and long-winded. But I always liked that 
series because of how harsh of a turn it was willing to 
take. I think it was apparent that Jack wanted to flesh 
out something that was more expansive, a universe 
that reflected history and detail, which is why it always 
felt like you were part of this big world, but the way 
Jack situates his worlds always pulls in the opposite 
direction, towards spaces that feel isolated, and closed 
in. I guess that conflict between Jacks vision for the 
series and his artistic tendencies is what makes Delicate 
Time in Space special for me. 

Jake: Yeah I think A Delicate Time in History is my 
favourite one of his. it has a kind of warm feeling and 
a certain charm that Ad: Infinitum didn’t seem to have, 
which isn’t a bad thing, it was different because of the 
appearance. I think he used a different program to 
make the game, like the effects over the images, it felt 
a bit swamped in goo or something, more slimey. it 
definitely feels darker and weirder. 

I feel like my sluggish morss game is too full of stuff 
overlapping, maybe separating parts of it could have 
improved it. I like the made up text which comes up as 
subtitles, like in some of my other games too, i think 
that’s an interesting part of the game. 

Zolani: It’s also worth noting “not august” here too, 
right? Which was cool because the music was a lot more 
rock and metal oriented, than the typical electronic, 


Jake: with not august I liked the idea of the blocky 
pixel style contrasting with jack’s music. I remember in 
one of cactus’s videos ‘Air Pirates’, the visual style was 
very bare and blocky, simplistic, but the loud grinding 
music seemed to fill in for the limited graphics 
and played as the dirt and stuff you don’t see in the 
graphics. I basically wanted to do the same thing. 
I like the atmosphere of jack’s grungy music, I used 
the songs from his Mitt Romney game, they’re good 
as. I thought it could be cool to make a plane shooter, 
the music as the growl of the engines and grit of the 
destruction, but I still think the music works better 
with Jack’s scrappy hand-drawn game. It was similar 
with Space Pirate Dernshous, I wanted the sounds and 
music to play a part in making the world feel more 
dirty. 

Zolani: Some of your more recent games, like Space 
Pirate Dernshous , and Tandoor , and Death of the 
Augnob have been way more expansive and open 
ended, less linear. Why is that? 


Jake: I’ve always been interested in making open ended 
games but usually find them hard to finish, unless they 
are very bare like Tandoor with not much content at 
all, repetitive and endless. Dernshous to me feels like 
half of a normal free-roam space game. I often don’t 
know how to continue working on these games because 
there’s so much to make, but there was something I 
liked about the emptiness of Tandoor, the desert setting 
appeals to me a lot, I decided to leave it the way it was. 
My room-to-room games pop up online more because 
they are easier to finish and be able to call ‘games’. I’ve 
also become interested in how strong an atmosphere 


I 



can be created with little amount of mechanics or level, and 
mostly only images and sounds. I really like Bulfus game 
cave’ ( link) which is a good example of why I like the room- 
to-room style. I’m becoming more confident in not worrying 
about whether my game is or isn’t a game, so I guess that is 
why I am uploading more open ended wanderers. 

Zolani: Isn’t bulfus stuff great? Especially cave. It’s such a 
mezmerizing experience. He’s definitely taking a style up 
from your earlier games, his influences are clear but he’s 
making these things that are much darker, literally darker! 
and heavy with this really ethereal and textured use of photo 
and paper, and what seems to be black crayon. And cave is a 
game that captures that slowness you talk about, so so well. It’s 
walk speed is just a magnitude slower than what you would 
be comfortable with, and that’s actually how I’d describe some 
your room-to-room games as well. I think he only started 
making games last year but I’m really looking forward to 
whatever he comes up with. 

So I want to talk about this venture into 3D you’ve made. I’m 
interested in knowing how you got to working with Tom on 
Bernband/Hernhand, because Bernband is probably the best 
thing Tom has ever put out, in my opinion. He does something 
really special with that space. 

Jake: I really like Bernband , I agree that it’s Tom’s best so far 
and does great work with sound and space. I wanted to make 
a 3D game after I saw some early footage of Bernband that 
Tom put on youtube, it was really amazing to see, it was just 
like his other work except gone 3D all of a sudden. I had been 
wanting to do 3D for a while but I always assumed it’d be 
really difficult to learn and work with. So I tried out Unity 
and found out you can do basic stuff very easily, it has a set 
of default 3D objects like cubes and cylinders which you can 
scale up and move around to create simple levels. Tom and I 
decided to do a collaboration, and we decided to make our 


first 3D games while sharing our work and progress. 

Zolani: I found Bernband to be the sort of.. Angel game to 
Hernhand’ s devilness, if that doesn’t sound corny. Bernband 
is a really pleasant and smooth experience, and it looks great 
too. But playing Hernhand was * stressful*, it was confusing, 
and your approach to textures and model-sprites was jarring, 
if also compelling in the weird way you textured and lighted 
that space. I explored Bernband all over but I could barely 
navigate Hernhand, I’m sure I didn’t explore nearly as much. 

Jake : Yes I’m sure Hernhand is probably a horrible experience 
in comparison, especially to people familiar with games 
and pixel work. I wanted my game to be gritty and I guess 
unattractive, I like the idea of it being its own way and not 
worrying about how it looks to someone else. I also found 
the 3D very exciting, so I didn’t mind/kind of enjoyed having 
bad MS Paint textures. I also liked how saving .jpeg hies adds 
a little roughness to the surface of the image. That made the 
textures have a bit of a bumpy surface look, like concrete or 
something. I guess I wanted Hernhand to be a dirty and a 
noisy place, I wanted it to be like the grubby corner under a 
bridge where you don’t really go for picnics. I also enjoy how 
most of the game is hidden unless you spend a bit of time 
wandering around, which most people haven’t I’m sure. 

So I was interested in doing what Bernband was doing, 
focusing on the areas you’re in and exploration rather than 
a gameplay objective, in my opinion I don’t think adding an 
interactive mechanic would make the game better, or would 
add anything, as I am mostly interested in the game working 
it’s own way and the player being a small part of things, an 
observer. 

Zolani: Was it hard making Hernhand ? Did you have trouble 
working out what you wanted? 

Jake: It wasn’t difficult making Hernhand, I only used the 
default cubes and shapes to do all the levels. It was so much 
fun! 


66 


Zolani: What is it that you’d like to do with yourself, Jake, after all this? Because you 
have huge repitoire now. You’ve made a lot of things. And if I remember correctly from 
your old blog, you should be 20 years old, which is basically the same age as I am. So 
what’s going on with you now, and what are you looking to do? 

Jake : Yes I am 20, and at the moment I want to continue exploring ideas and making 
what I feel like making. I am about to start university this year and I’m going to learn all 
about making art. I like the idea of making dioramas, sets and models to use in games, 
because they can also be their own separate works, and I find that appealing. 

Zolani : That’s all I wanted to go over, Jake, thanks so much for talking with me. 

Jake : Thanks a lot for the questions and interest, and hope you have a good time at 

school and university! 


Jake Clover is a gamemaker and artist who hails from Melbourne , 
Australia , and is, arguably, one of the most influential freeware and 
small game makers of the last five years. His work is numerous, 
spanning across genres and styles. You can play all his games, including 
his collaborations and compilations, on his Gamejolt Page . Thank 

you for speaking with us, Jake! 


67 



Index 

Sext Adventure 

Of course, there are some people (many, even) who have, for any number of wholly justified 
reasons, been spared from the unique anxiety of always being plugged into a system. Yet I hope, 
regardless if you’re a Better-Never or a Never-Better about all this, that this personalization 
of technology is evident even without having experienced it first-hand. I’m compelled, here, 
to bring up the matter of the widely publicized Apple Watch as a new peak in this trend; 
it’s another device in the ever-shifting world of computing, yet is marketed (perhaps more 
than any other technology product) as a timeless fashion item — a highly visible (and costly) 

expression of personal style through consumer electronics. 

2:22 am 

1. Reed Morano, Cinematographer Reed Morano on the Fight Against TV’s “Smooth Motion ” 
Setting, 2014 

2. Lulu Blue, Modesty , Decadence , and The Machine , 2014 

3. Colette Conroy, Theatre And The Body , 2010 

4. Grace Elizabeth Hale, Making Whiteness: The Culture of Segregation In The South , 1890- 
1940, 1998 


The Illogical Journey of The Zambonis 

1. In 1991, TToe New York Times called Carmen Sandiego, “the red-haired grand larcenist who 
is to personal computer games what the Mario Brothers are to Nintendo.” 

2. Broderbund Software History , Funding Universe. 

3. The term “edutainment” is dated. Now, it is rarely used unironically, and almost always 
as a pejorative. The word suggests sleazy commodification of knowledge, rote drilling and 
memorization exercises incentivized by flashy extrinsic rewards. This, however, was not 
always the case. From Jimmy Maher’s The Digital Antiquarian: Apple, Carmen Sandiego , and 

the Rise of Edutainment: 

“For all the early rhetoric about computers and education, one could argue that the real golden 
age of the Apple II as an educational computer didn’t begin until about 1983 or 1984. By that 
time a new category of educational software, partly a marketing construct but partly a genuinely 
new thing, was becoming more and more prominent: edutainment. Trip Hawkins, founder of 


Page 68 



Electronic Arts, has often claimed to have invented the portmanteau for EAs 1984 title Seven 
Cities of Gold, but this is incorrect; a company called Milliken Publishing was already using 
the label for their programs for the Atari 8-bit line in late 1982, and it was already passing into 
common usage by the end of 1983. Edutainment dispensed with the old drill- and-practice model 
in preference to more open, playful forms of interactions that nevertheless promised, sometimes 
implicitly and sometimes explicitly, to teach. The skills they taught, meanwhile, were generally 
not the rigid, disembodied stuff of standardized tests but rather embedded organically into living 
virtual worlds. ..Its of course true that a plain old game that requires a degree of thoughtfulness and 
a full-on work of edutainment can be very hard to disentangle from one another. Like so much else 
in life, the boundaries here can be nebulous at best, and often had as much to do with marketing, 
with the way a title was positioned by its owner, as with any intrinsic qualities of the title itself. 
When we go looking for those intrinsics, we can come up with only a grab bag of qualities of which 
any given edutainment title was likely to share a subset: being based on real history or being a 
simulation of some real aspect of science or technology; being relatively nonviolent; emphasizing 
thinking and logical problem-solving rather than fast reflexes. Like pornography, edutainment is 
something that many people seemed to just know when they saw it.” 

4. Megan Murray and Brian King. Review of Logical Journey of the Zoombinis. Math Equity. 

TERC.edu. 


The Castle Doctrine: Neighborhood Bondage 

1. Alec Meer, Impressions , Part 1: Jason Rohrers The Castle Doctrine , Rock, Paper, Shotgun, 
March 7, 2013, November 28, 2014, 

2. Leigh Alexander, The strange , sad anxiety of Jason Rohrers The Castle Doctrine , Gamasutra. 
August 6, 2013, November 28, 2014 

3. Stephen Beirne, Fixing The Castle Doctrines Self-Defense Parable , Gameranx, January 23, 
2014, November 28, 2014, 

4. Cameron Kunzelman, On Why I Will Never Play The Castle Doctrine \ This Cage is Worms, 
Wordpress, July 24, 2013, November 28, 2014, 

5. Carolyn Petit, Exploring the Ethics of The Castle Doctrine , Gamespot. August 2, 2013, 
November 28, 2014, 

6. Russ Pitts, 7 he Castle Doctrine Review: Foe Great Watt ? Polygon, January 31, 2014, 
November 28, 2014, 

7. Jason Rohrer. Addressing some confusion , thecastledoctrine, July 24, 2013, November 28, 
2014, 

8. Susan Fraiman, Shelter Writing: Desperate Housekeeping from Crusoe to Queer Eye, New 
Literary History, 37, no. 2 (spring 2006): 341-359. 

9. Ibid. 


Page 69 



10. Pat Rogers, “Crusoe’s Home,” Essays in Criticism 24, no. 4 (1974): 379. 

11. jcr!3. Game Trailer: Toe Castle Doctrine. Y outube .January 20, 2014, November 28, 
2014 

12. Stephen H. Gregg, Defoe’s Writings and Manliness: Contrary Men (Farnham, England: 
Ashgate Publishing Ltd., 2009), 64. 

13. Daniel Defoe, Robinson Crusoe, (Pennsylvania State University, 2012), 133. 

14. Pat Rogers, Crusoe s Home , Essays in Criticism 24, no. 4 (1974): 388. 

15. Daniel Defoe, Robinson Crusoe, (Pennsylvania State University, 2012), 139. 

16. Ibid. 138. 

17. Richard Meyer, Imagining Sadomasochism: Robert Mapplethorpe and the Masquerade of 
Photography, Qui Parle, 4, no. 1, (fall 1990): 72. 

18. Richard Meyer, Outlaw Representation: Censorship & Homosexuality in Twentieth- 
Century American Art (Oxford, England: Oxford University Press, 2002), 193. 

19. Ibid. 193. 

20. Ibid. 192. 

21. Ibid. 185. 

22. George Skaff Elias, Richard Garfield, and Karl Robert Gutschera, Characteristics of 
Games. (Cambridge, MA: MIT Press, 2012) 31-35. 

23. Richard Meyer, Outlaw Representation: Censorship & Homosexuality in Twentieth- 
Century American Art, (Oxford, England: Oxford University Press, 2002), 192. 

24. Peggy Phelan, Unmarked: The Politics of Performance, (London: Routledge, 1993), 
42. 

25. Voorhees, Gerald. Identification or Desire?: Taking the Player-Avatar Relationship to the 
Next Level . First Person Scholar. May 28, 2014. November 28, 2014 


Page 70 



Enjoy what you read? 
Subscribe to our Patreon! 
$10/ Quarterly Issue 



patreon. com/arcadereview 


Editors 


Zolani Stewart (@Fengxii) 

Alex Pieschel (@gamesthatexist) 


Staff Writers 


Edmund Chu (@warslaw) 

Gita Jackson (@xoxogossipgita) 

Lana Polansky (@mechapoetic I Patreon) 
Emilie Reed (@coleo_kin) 

Ansh Patel (@lightnarcissus) 


Contributors 

Joseph DiZoglio (@JoeyDiZoglio) 


Special Thanks 


Tom Van Den Boogart 
Solon Scott 
Zoya Street 
Tyvon Thomas 


Our cover was designed and illustated by 
Jordan Speer. You can view his artwork at 
jordanspeerart.tumblr.com. Thank You, Jordan!